├── LICENSE └── README.md /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Crest Ocean System 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Water Resources 2 | 3 | Here's a list of links and references to various pieces of research/games/systems which contain water rendering and could be of interest and inspiration! 4 | 5 | If you know of an interesting example of that is missing from this list, please create an issue or pull request! 6 | 7 | ## Category Breakdown 8 | 9 | We break down work by the following categories, we also make sure that any work which falls under multiple categories can be found under all of them. 10 | 11 | - [Animated Waves](#animated-waves) 12 | - [FFT](#fft) 13 | - [Gerstner Waves](#gerstner-waves) 14 | - [Wave Particles](#wave-particles) 15 | - [Dynamic Waves](#dynamic-waves) 16 | - [Eularian](#eularian-dynamic-waves) 17 | - [Lagrangian](#lagrangian-dynamic-waves) 18 | - [Hybrid](#hybrid-dynamic-waves) 19 | - [Other](#other-dynamic-waves) 20 | - [Meshing](#meshing) 21 | - [Foam](#foam) 22 | - [Flow](#flow) 23 | - [Libraries and Systems](#libraries-and-systems) 24 | - [Collations and Surveys](#collations-and-surveys) 25 | - [Wave Theory](#wave-theory) 26 | - [Lighting and Rendering](#lighting-and-rendering) 27 | - [Shorelines](#shorelines) 28 | 33 | 34 | 35 | ## Animated Waves 36 | 37 | ### FFT 38 | - __[Simulating Ocean Water](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.131.5567&rep=rep1&type=pdf)__, Tessendorf, 2001 39 | - __[Ocean simulation part one: using the discrete Fourier transform](https://www.keithlantz.net/2011/10/ocean-simulation-part-one-using-the-discrete-fourier-transform/)__, Lantz, 2011 40 | - __[Ocean simulation part two: using the fast Fourier transform](https://www.keithlantz.net/2011/11/ocean-simulation-part-two-using-the-fast-fourier-transform/)__, Lantz, 2011 41 | 42 | ### Gerstner Waves 43 | - __[Simulating Ocean Water](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.131.5567&rep=rep1&type=pdf)__, Tessendorf, 2001 44 | - __[Water Technology of Uncharted](https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf)__, Gonzalez-Ochoa & Holder, 2012: Gerstner Waves are used for large low-frequency waves in oceans. 45 | 46 | ### Other 47 | - __[Wave Particles](http://www.cemyuksel.com/research/waveparticles/)__, Yuksel, 2007: The foundation for the animated wave techniques used in Uncharted. 48 | - __[Water Technology of Uncharted](https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf)__, Gonzalez-Ochoa & Holder, 2012: Wave particles are used to add high-frequency wave information to oceans. 49 | - __[Rendering Rapids in Uncharted 4](http://advances.realtimerendering.com/s2016/Rendering%20rapids%20in%20Uncharted%204.pptx)__, Gonzalez-Ochoa, 2016: Wave particles are scrolled in the direction of river flow to help render rapids. 50 | - __[Water Surface Wavelets](http://visualcomputing.ist.ac.at/publications/2018/WSW/)__, Jeschke et al., 2018: Can pre-bake steady-state of simulation grid and interpolate between states to get reflecting waves at static-boundary conditions without need for run-time dynamic wave sim. 51 | 52 | ## Dynamic Waves 53 | 54 | ### Eularian Dynamic Waves 55 | - __[Simulating Ocean Water](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.131.5567&rep=rep1&type=pdf)__, Tessendorf, 2001 56 | - __[Real-time Interactive Water Waves](http://www.dice.se/wp-content/uploads/2014/12/water-interaction-ottosson_bjorn.pdf)__, Ottosson 57 | - __[Dispersion Kernels for Water Wave Simulation](https://gmrv.es/Publications/2016/CMTKPO16/main.pdf)__, Canabal et al., 2016 58 | - __[Real-Time Large Scale Fluids for Games](https://pdfs.semanticscholar.org/a3c5/5aeda63895d846c38ae23e921cec7320f584.pdf)__, Kallin 59 | - __[Fast Water Simulation for Games Using Height Fields](http://matthias-mueller-fischer.ch/talks/GDC2008.pdf)__, Müller-Fischer, 2008 60 | - __[Real-Time Open Water Environments with Interacting Objects](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.162.2833&rep=rep1&type=pdf)__, Cords and Staadt, 2009: Real-Time Grid-Based solution using Finite Differences Method (FDM) with multiple sims, includes comparison with Wave Particles. 61 | - __[Water Surface Wavelets](http://visualcomputing.ist.ac.at/publications/2018/WSW/)__, Jeschke et al., 2018: Generalises theory behind Lagrangian `Water Wave Packets` and proposes a relatively performant Eularian alternative that is used to simulate water on a 4km x 4km grid with low frequency simulation - loss in detail comes from artifacting in dispersion as opposed to lower-frequency waves. 62 | 63 | ### Lagrangian Dynamic Waves 64 | - __[Wave Particles](http://www.cemyuksel.com/research/waveparticles/)__, Yuksel, 2007: Dynamic water surface waves represented using 2D lagrangian surface-sim where point particles are splatted to a texture and the convolved using a kernel that can create convincing trochoidal wave shapes. 65 | - __[Water Wave Packets](http://visualcomputing.ist.ac.at/publications/2017/WWP/)__, Jeschke & Wojtan, 2017: Wave packets used to represent the energy of groups of wave trains instead of individual wave crests - allows for more high-frequency information with smaller number of particles. 66 | 67 | ### Hybrid Dynamic Waves 68 | - __[Real-time Simulation of Large Bodies of Water with Small Scale Details](https://www.semanticscholar.org/paper/Real-time-Simulation-of-Large-Bodies-of-Water-with-Chentanez-M%C3%BCller/8b89fb1c664b742271e0f19a9efe8492f14074f5)__, Chentanez & Müller-Fischer, 2010. _[Video](https://www.youtube.com/watch?v=bojdpqi2l_o)_ 69 | 70 | ### Other Dynamic Waves 71 | - __Interactive Simulation of Water Surfaces__, Gomez, 2000. Found in _Game Programming Gems_. 72 | 73 | ## Meshing 74 | - __[Water Technology of Uncharted](https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf)__, Gonzalez-Ochoa & Holder, 2012 75 | - __[Ocean simulation and rendering in War Thunder](http://developer.download.nvidia.com/assets/gameworks/downloads/regular/events/cgdc15/CGDC2015_ocean_simulation_en.pdf)__, Tcheblokov, 2015 76 | ## Foam 77 | - __[Rendering Rapids in Uncharted 4](http://advances.realtimerendering.com/s2016/Rendering%20rapids%20in%20Uncharted%204.pptx)__, Gonzalez-Ochoa, 2016 78 | - __[Ocean simulation and rendering in War Thunder](http://developer.download.nvidia.com/assets/gameworks/downloads/regular/events/cgdc15/CGDC2015_ocean_simulation_en.pdf)__, Tcheblokov, 2015 79 | 80 | ## Flow 81 | - __[Water Technology of Uncharted](https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf)__, Gonzalez-Ochoa & Holder, 2012: Normal-map scrolling technique used to render rivers in Uncharted: Drake's Fortune. 82 | - __[Rendering Rapids in Uncharted 4](http://advances.realtimerendering.com/s2016/Rendering%20rapids%20in%20Uncharted%204.pptx)__, Gonzalez-Ochoa, 2016: Much more advanced pipeline used than first Uncharted used to create convincing rapids with a multitude of techniques. 83 | 84 | ## Libraries and Systems 85 | - __[Hydrax](https://github.com/imperative/CommunityHydrax)__, Open-Source plugin for OGRE 86 | 87 | ## Collations and Surveys 88 | - __[VTP](http://vterrain.org/Water/)__ 89 | - __[A survey of ocean simulation and rendering techniques in computer graphics](https://arxiv.org/pdf/1109.6494.pdf)__, Darles et al., 2011 90 | 91 | ## Wave Theory 92 | - __[What determines the speed of waves in water?](https://physics.stackexchange.com/questions/121327/what-determines-the-speed-of-waves-in-water/121330#121330)__, Physics Stackexchange: Longer wavelengths travel faster. For a swell, longest wavelengths arrive first. 93 | - __[Wind wave](https://en.wikipedia.org/wiki/Wind_wave)__, Wikipedia 94 | - __[Essentials of Oceanography](https://topex.ucsd.edu/ps/trujillo_waves.pdf)__, Thurman & Trujilo: Great text about water waves of all types. 95 | - __[Environmental Fluid Mechanics, Chapter 4: Waves](http://www.dartmouth.edu/~cushman/books/EFM/chap4.pdf)__, Cushman-Roisin, 2019: Nice chapter on water wave phenomena, shows pressure profile of wind travelling over and obstacle. 96 | 97 | ## Lighting and Rendering 98 | - __[Fresnel Equations (in RGB) Considered Harmful](http://renderwonk.com/publications/mam2019/naty_mam2019.pdf)__, Hoffman, A presentation on why in many scenarios Schlick's Approximation is preferable to the Fresnel Equations. 99 | - __[Fresnel Equations, Schlick Approximation, Metals, and Dielectrics](http://psgraphics.blogspot.com/2020/03/fresnel-equations-schlick-approximation.html)__ Shirley, 2020 100 | 101 | ## Shorelines 102 | - __[Ocean simulation and rendering in War Thunder](http://developer.download.nvidia.com/assets/gameworks/downloads/regular/events/cgdc15/CGDC2015_ocean_simulation_en.pdf)__, Tcheblokov, 2015 103 | - __[Unity hackweek crashing waves](https://twitter.com/greje656/status/1276611073077108736)__, @greje656, 2020 104 | - __[Moana: Crashing Waves](https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/164/asset/Moana_Crashing_Waves.pdf)__, Byun & Stomakhin, 2017 105 | - __[Creating Real-Time Oceans for Call of Duty: WWII](https://vimeo.com/261901539)__, Vitalone, 2018 106 | 107 | ## Uncagetorised 108 | - __[Sea Surface Visualization in World of Warships](https://wargaming.com/en/news/siggraph-2016/)__, Kryachko, 2016 109 | - __[A survey of ocean simulation and rendering techniques in computer graphics](https://arxiv.org/pdf/1109.6494.pdf)__, Darles et al., 2011 110 | 111 | 126 | 127 | 156 | 157 | --------------------------------------------------------------------------------