Ocean Rendering with Fast Fourier Transform for Real-Time Applications

This paper presents simulation and rendering of ocean surfaces using modern graphics APIs.The simulation is based on the Jerry Tessendorf model, adapted for efficient parallel execution on the GPU.It employs analytical approximations of ocean wave spectra, generating a realistic ocean surface through Fourier transformations.We address the tiling artifacts caused by the simulation stage by combining multiple simulations with differing areas, creating a more dynamic surface.For rendering, we compare two approaches: one relies on patch tessellation and world partitioning to produce high-resolution geometry, and our other approach utilizes per-pixel displacement mapping to mimic fine details.We demonstrate a technique with a preprocessing cone mapping step that mitigates artifacts inherent to the latter algorithm.

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Publication Details

Journal
Computer Science Research Notes
Published
2025-01-01
DOI
https://doi.org/10.24132/csrn.2025-39
Primary Topic
Underwater Vehicles and Communication Systems
Type
article
Field-Weighted Citation Impact
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article

Ocean Rendering with Fast Fourier Transform for Real-Time Applications

Csaba Bálint, Gergely Gugi
Computer Science Research Notes
Underwater Vehicles and Communication Systems
article

Ocean Rendering with Fast Fourier Transform for Real-Time Applications

Csaba Bálint, Gergely Gugi
article en

Abstract

This paper presents simulation and rendering of ocean surfaces using modern graphics APIs.The simulation is based on the Jerry Tessendorf model, adapted for efficient parallel execution on the GPU.It employs analytical approximations of ocean wave spectra, generating a realistic ocean surface through Fourier transformations.We address the tiling artifacts caused by the simulation stage by combining multiple simulations with differing areas, creating a more dynamic surface.For rendering, we compare two approaches: one relies on patch tessellation and world partitioning to produce high-resolution geometry, and our other approach utilizes per-pixel displacement mapping to mimic fine details.We demonstrate a technique with a preprocessing cone mapping step that mitigates artifacts inherent to the latter algorithm.

Computer Science Research Notes
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Underwater Vehicles and Communication Systems
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