We describe a method for rendering the surface of water, focusing on the problem of realistic color rendering. This method takes into account scattered and absorbed light, interreflection between objects located above the water surface and between those in the water, the shape of the bottom surface of the water and shadows cast on/under the water surface. It can be applied to point light sources with various characteristics of luminous intensity distributions and spectra. Two examples show the effect of the depth and quality of water on this color, comparing simulations with photograph of a pool. They suggest that this method is useful for designing lighting for scenery surrounding water