Ocean Simulation

November 2011 | By Xavier Bourry


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This is an ocean simulation. You can adjust 9 settings to get a calm tropical sea or a dark ocean undergoing a storm. You can save your settings. The surface of the water is a spherical surface. It is mapped with two textures : the texture of the background and the sea bottom texture. For each vertex of the surface, we use GLSL functions reflect and refract to compute the UV mapping of the textures with Descartes physical laws. The lighting is the superposition of a specular lighting and a lighting generated with a noise which depends on the normal vector of the surface. The movement of the surface is a superposition of 10 sinusoid waves. The amplitudes and the velocities of the waves are bounded to the wavelenghts by empirical laws.

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