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C++ implementation of the Water Surface Wavelets paper by Nvidia.

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Water Surface Wavelets

C++ implementation of the Water Surface Wavelets paper by Nvidia.

Here are what our final results look like:

These demonstrate our implementations of the core water surface simulation algorithm (advection + height field), profile buffer, diffusion, dissipation, procedurally generated terrain, solid-fluid coupling, and wind simulation that changes direction and intensity periodically.

Controls

  • Mouse/WASD for camera movement
  • C to toggle orbit mode
  • Arrow keys to control boat
  • T to toggle wind

Team Responsibilities

  • All of us — Understanding paper math, defining amplitude interfaces, breaking down interpolation for advection step
  • Max — Bilinear Interpolation, Diffusion Terms (Spatial and Angular), Terrain Generation, Amplitude initialization, framework for Boundary Interactions
  • Dustin — Profile buffer, bilinear interpolation contributions, debugging advection step, and other parts of the code
  • Mohammed — Integrate system-solver for falling objects, solid-fluid coupling, boat movement inducing waves, adding wind sim w/ dissipation, a bit of reflective grid boundary conditions
  • Kelvin — Basic interpolation, wave shading and rendering, skybox

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C++ implementation of the Water Surface Wavelets paper by Nvidia.

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