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.
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. =)
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.
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]