I have never encountered so many problems problems understading math, given a good explanation.
This is what I have understood:
1) First we need to calculate the Phillips' Spectrum, in a frequency domain.
2) Then we use the inverse FFT to convert it into a spatial domain.
This is what I get once I merge h0(k) and k0(-k) into one texture.
And then?? What I have to do??
Excuse me, I know I can appear as a complete n00b, but this is driving me crazy :(
OLD!!!
This is the equation to do the first step:
25h32q0.png
where k is the horizontal vector that points in the direction of travel of the wave, and ? is the frequency, but what is k (normal k, not bold k)? And L?
Then, the second step:
34s48ww.png
I need to generate random Guassian numbers...
Sincerely, I cannot see where parameters like choppyness, wave speed, etc... are located in these formulas.
I have read others explanations and slides. but they are all based on Tessendorf's, and they teach only the "theory".
I don't want to do voodoo programming. I want to understand what I have to do, the relation between these formulas and implement them on my own (the wave height field at least)!
I know you can't explain in depth every single step, but all I see is a bunch of math and succession of formulas.
I know I appear as a n00b, but I want to understand :(
I'd appreciate every help you can give me!
where