
178 11. Performance and Rendering Algorithms in Blend4Web
objects as the swarm of IWC messages rises [Priour 14]. However, it suits real-world sce-
narios well, where a reasonably small number of objects (usually below 100) are calculated
simultaneously and where we need polygonal meshes to represent their shape.
11.4 Ocean Rendering
While working on one of our biggest WebGL demos, called “Capri,” we encountered the
complicated problem of reconstructing the sea surface with a number of eects previously
not reproduced in browsers, including:
• LOD system to reduce polygon count
• Single draw-call for water object
• Shoreline inuence for roll ...