Realistic ocean wave simulation, primarily based on J. Tessendorf's paper, using OpenGL compute shaders. Checkout the demo video here.
In the quest for more realism, a different spectrum is used than the Phillips spectrum mentioned in the original paper. Stockham formulation of FFT is used to better map the problem to the GPU and avoid expensive bit-reversal operation required for the vanilla Cooley-Tukey algorithm.
- Clone recursively with submodules via
git clone --recurse-submodules git://github.com/achalpandeyy/OceanFFT.git
- Run CMake in the root directory
Uses my OpenGL framework Ogle as a submodule.
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For ocean physics: Fynn-Jorin Flügge's thesis, Jump Trajectory's video for Unity, dli/waves
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For FFT and the math behind it: Eric Bainville's blog, Introduction to the Stockham FFT, 3b1b's video on Fourier Transform, Reducible's video on FFT