Ocean simulation part one: using the discrete Fourier transform

In this post we will implement the statistical wave model from the equations in Tessendorf's paper[1] on simulating ocean water. We will implement this model using a discrete Fourier transform. In part two we will begin with the same equations but provide a deeper analysis in order to implement our own fast Fourier transform. Using the fast Fourier transform, we will be able to achieve interactive frame rates. Below are two screen captures. The first is a rendering of the surface using some Read more [...]