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A real-time ocean surface simulated using Tessendorf's algorithm and OpenGL.

C 38.30% Objective-C 0.31% C++ 61.26% CMake 0.04% GLSL 0.09%
opengl computer-graphics-simulation

oceansurface's Introduction

Ocean Surface

Authors: Jiashuo Li, Xie He, Ting Gong

A real-time ocean surface simulated using Tessendorf's algorithm, rendered with OpenGL. This is the team project for USC CSCI-580 Computer Graphics in Fall 2015.

This project is only designed for Windows and should be compiled with Visual Studio 2015.

Libraries Used

  • FFTW for Fast Fourier Transform.
  • GLFW for window management.
  • GLEW for GLSL.
  • SOIL for screen capturing.
  • FFmpeg for converting screenshots to video.

Framework

The framework is based on the code from Learn OpenGL.

Algorithm

The algorithm is based on Tessendorf's paper Simulating Ocean Water.

Our Paper

You can also find our paper Simulating Ocean Surface under release. It explains the implementation in detail.

Result

We made two videos for a wavy surface and a calm surface with N = M = 1024.

Here are some screenshots.

oceansurface's People

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oceansurface's Issues

Tessendorf's simulating ocean wave equation 19

I am trying to implement Tessendorf's simulating ocean water paper.
(http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.161.9102&rep=rep1&type=pdf)
I want to create simplest implementation, without surface normals, etc.
I am unable to understand what summation (sigma) in equation 19 means.
What are the values of k over which we are summing?
Is the summation variable k related to the vector K (which consists of Kx, and Kz)?
I want to implement the maths myself to the maximum extent possible, looking at your code therefore would be my last resort.
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