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* forum - #coders

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Topic:  Ocean Waves
* Posted by Neuromancer Tuesday 8 November 2005 - 11:54 
I'd love to see a "scene coder" treatment of this paper:

Simulating Ocean Surfaces - Tessendorf

This is the stuff that was used for Titanic and Waterworld, so it's cutting edge. Some real-time implementations have been made, notably:

Jensen/Golias (on Gamasutra)
Mitchell (ATI Research)

A super-fast demo of this would be really cool; perhaps a winner for the next big party? :-) Then afterwards you could mail me the commented source-code? :-) (no, I won't be expecting it anytime soon...)

I'm just a lowly 3D Modeller/Animator with some scripting experience, and although I'd love to implement this stuff in 3DSMAX, the math is way over my head.

* Posted by NeARAZ Tuesday 8 November 2005 - 13:49 
2nd place demo from ImagineCup2004 does this: http://multimedialab.elis.ugent.be/h2ocean

* Posted by NeARAZ Tuesday 8 November 2005 - 13:50 
Whoops, a 3rd place demo. We were the 2nd :)

* Posted by Neuromancer Tuesday 8 November 2005 - 16:05 
Figures! :-) I'll have to check that site for tips, thx :-)

* Posted by smash Wednesday 9 November 2005 - 10:08 
i implemented the thing in 2003 (with some little extras), but never found a good use for it in a demo yet. (or, the one i was going to use it in never got released)
it does look cool, tho, yep. =)

* Posted by Neuromancer Wednesday 9 November 2005 - 15:16 
I'm impressed. I just don't know enough about math or mathematical symbols to really understand what the hell is going on. This particular algorithm/effect seems like a good excuse to do some research tho, so maybe I'll give it a proper go when I get some spare time.

thx for answering.

* Posted by Maali Thursday 10 November 2005 - 19:44 
http://www.pouet.net/prod.php?which=3367
there was this intro that focussed on doing a realistic looking ocean-flyby...

* Posted by Neuromancer Friday 11 November 2005 - 12:15 
The water was rather static in that one tho? Doesn't look like an implementation of the above mentioned techiques.

The article also mentions some possible improvements like the iWave algo/techique and variable depth calculations; although perhaps not suitable for demos/real-time use, this seems to have the right ingredients for a killer 3DS plugin. (Some plugins exist for maya/softimage that uses some of this stuff. www.areteis.com )

[Post edited by Neuromancer on Friday 11 November 2005 - 12:25]


* Posted by jaw Monday 14 November 2005 - 15:00 
you will see this in vovoid's next demo.

well, a limited implementation anyway..

[Post edited by jaw on Monday 14 November 2005 - 15:10]


* Posted by bdk Thursday 16 February 2006 - 18:21 
Just for completeness:

http://www.pouet.net/prod.php?which=23140

* Posted by bdk Monday 9 July 2007 - 23:46 
And of course now:
http://www.pouet.net/prod.php?which=31096
:)

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