Virtual deep ocean


Coursework for the module Advanced Rendering and AI for Games of the MSc Games Programming at the University of Hull. The project was developed in 1 month.

The aim of the assignment was to take advantage of modern programmable GPUs to design and implement graphics effects to create a virtual deep ocean simulation. We were required to write various special visual effects as a set of shaders in HLSL and display them in RenderMonkey.

The variety of shapes, appearances and behaviours of artiļ¬cial ocean creatures had to be achieved mainly by writing a set of shaders using certain well established computer graphics techniques, rather than by loading different geometric models.


  • Phong shading with different lights (the Sun light direction and the spot light of the exploration tank)
  • Cube mapping and fog for the environment
  • Parallax mapping on the models
  • Localized and soft-localized transformations to convert teapots and spheres in different models
  • Reflection for the exploration tank’s glass
  • Particle system for the shoal of fish
  • Synchronized movements


  • Virtual deep ocean scenarioTeapot sharkShoal of fish particle systemThree transparent teapots composed a jellyfishParallax mapping and reflection