Ocean surface simulation with heightfields and wave particles

Undergraduate Simulation Course

Heightfield-based simulation of water surfaces employing two different approaches: sine functions and wave particles. The first approach computes the height of each point in the mesh as the sum of wave functions, supporting both sine and Gerstner waves. The second approach was described by Cem Yuksel for the simulation of ocean surfaces including wavefronts.

  • C++
  • opengl
  • glut
  • Unity

Gallery

Other works

Whitted-style Raytracer

Real-time coupling of SPH fluids and rigid bodies

Physically-based particle systems