Using Fourier synthesis to generate a fractional Brownian motion surface

In this post we will discuss generating fractal terrain. In the previous post we implemented our own fast Fourier transform in order to simulate an ocean surface. In that post we implemented an unnormalized inverse transform. It seemed logical to employ our FFT object as a means of generating terrain, but in order to do so we will need to add a method to compute the forward transform. This will be a relatively brief post. Most of the foundation has been laid with our ocean simulation, so we Read more [...]

Ocean simulation part two: using the fast Fourier transform

In this post we will analyze the equations for the statistical wave model presented in Tessendorf's paper[1] on simulating ocean water. In the previous post we used the discrete Fourier transform to generate our wave height field. We will proceed with the analysis in order to implement our own fast Fourier transform. With this implementation at our disposal we will be able to achieve interactive frame rates. Below are two screen captures of our result. The first uses a version of the shader Read more [...]