Graphics Experiment - FFT Ocean Water Simulation
NOTE: needs at least Unity3D 5.3.4f1 to work due to a bugfix in that version.
Inspired by https://github.com/blackencino/EncinoWaves
Original paper is :
Christopher J. Horvath. 2015.
Empirical directional wave spectra for computer graphics.
In Proceedings of the 2015 Symposium on Digital Production (DigiPro '15),
Los Angeles, Aug. 8, 2015, pp. 29-39.
- Compute shader based FFT with configurable size (default is 512)
- Tessellated close ocean mesh locked to camera
- Ocean extended to horizon using dynamic frustum/plane intersection
As always, this can probably be done in a better way. Please add issues if you have any suggestions.
Click image for video.
Copyright © 2016 Remi Gillig
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