The demo shows a real-time simulated ocean under twilight lighting condition. It uses DirectX Compute Shader to perform FFT (fast fourier transform) on GPU (three 512×512 Fourier transforms are executed per frame – on a GTX280, the transforms can be finished within 2 milliseconds). The water surface is mainly modeled after Jerry Tessendorf’s statistic method described in the paper “Simulating Ocean Water”, which is one of the most popular techniques used for water effect in todays games.
NVIDIA DirectX 11 Compute Shader Demo: Ocean
The demo shows a real-time simulated ocean under twilight lighting condition. It uses DirectX Compute Shader to perform FFT (fast fourier transform) on GPU (three 512×512 Fourier transforms are executed per frame – on a GTX280, the transforms can be finished within 2 milliseconds). The water surface is mainly modeled after Jerry Tessendorf’s statistic method described in the paper “Simulating Ocean Water”, which is one of the most popular techniques used for water effect in todays games.
thanks for the reference ! the paper is here http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf
and here is an annoucement of a conference by Tessendorf with some slides : http://graphics.ucsd.edu/courses/cse272_f03/
but apparently there was a problem with this conference:
October 28 : Guest Lecture on “Ocean Modeling and Rendering” by Jerry Tessendorf (Rhythm+Hues studios) (POSTPONED DUE TO FIRES) 😀
Nice paper, thanks for the link 😉
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