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#ActualPromit

Posted 05 February 2014 - 03:06 PM

The ProLand video linked above is pretty much a verbatim implementation of the usual suspect, which is the Simulating Ocean Water paper by Tessendorf:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

NVIDIA covers a compute shader based version of it:

https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/OceanCS_Slides.pdf

And the shading approach is pretty much covered by NVIDIA as well. It's worth downloading the NV SDK and looking at the OceanCS sample in detail.

 

The AC3 work appears to be quite a bit more complex, but it appears to still be grounded in the FFT approach. No point tackling it if you don't understand the Tessendorf paper.


#3Promit

Posted 05 February 2014 - 03:04 PM

The ProLand video linked above is pretty much a verbatim implementation of the usual suspect, which is the Simulating Ocean Water paper by Tessendorf:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

NVIDIA covers a compute shader based version of it:

https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/OceanCS_Slides.pdf

And the shading approach is pretty much covered by NVIDIA as well. It's worth downloading the NV SDK and looking at the OceanCS sample in detail.

 

The AC3 work appears to be quite a bit more complex.


#2Promit

Posted 05 February 2014 - 03:03 PM

The ProLand video linked above is pretty much a verbatim implementation of the usual suspect, which is the Simulating Ocean Water paper by Tessendorf:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

And NVIDIA covers a compute shader based version of it:

https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/OceanCS_Slides.pdf

And the shading approach is pretty much covered by NVIDIA as well. It's worth downloading the NV SDK and looking at the OceanCS sample in detail.

 

The AC3 work appears to be quite a bit more complex.


#1Promit

Posted 05 February 2014 - 03:03 PM

The ProLand video linked above is pretty much a verbatim implementation of the usual suspect, which is the Simulating Ocean Water paper by Tessendorf:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

And NVIDIA covers a compute shader based version of it:

https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/OceanCS_Slides.pdf

And the shading approach is pretty much covered by NVIDIA as well.

 

The AC3 work appears to be quite a bit more complex.


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