Research note

Recommended water renderer for procedural hydrological terrain

For a game with precomputed geological erosion and hydrology, the best fit is a stylized data-driven hybrid rather than runtime CFD. Reuse channel topology, banks, flow direction, discharge/drainage area, slope, depth/width, curvature, drops, junctions, obstacles, and distance-to-shore as shader/control fields. This closely matches the input assumed by scalable river animation #QXYWAJ and Procedural Riverscapes, which derives per-cell slope, volume, and velocity #X3RVN8 and selects calm, turbulent, wave, cascade, vortex, and ripple primitives from terrain and flow conditions #GU2NEL #5NJY7V Recommended architecture: one shared water material; rivers use generated flow maps to advect two offset normal/detail layers as in Portal 2 #6ELMAT #XVFV3N lakes use low-speed wind ripples and shoreline masks; ocean uses a few art-directed Gerstner/spectral bands plus shore foam. Generate masks for turbulence/foam from normalized stream power, slope, curvature, constriction, drops, and obstacles; use depth for color/opacity and shallow-ground blending; use local feature primitives only at visually important events such as waterfalls, rapids, confluences, and rocks. Apply screen- or distance-dependent LOD, retaining flow direction and wind at distance while removing displacement and local effects #H2E2UR #EYM9N6