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Godot module for FFT-based ocean wave rendering
Top 18.7% on SourcePulse
This project provides an FFT-based ocean rendering system for the Godot Engine, targeting game developers and visual effects artists. It offers a physically-based approach to simulating realistic open ocean waves, allowing for real-time parameter control and a wide variety of ocean environments.
How It Works
The system simulates ocean waves using the inverse Fourier transform of directional ocean-wave spectra, a method that offers greater control and scalability than traditional Gerstner waves for complex open-ocean surfaces. It leverages a custom GPU compute shader pipeline implementing the Stockham FFT algorithm for efficient computation. The lighting model is based on the 'Atlas' GDC talk, using GGX for microfacet distribution and incorporating sea foam generation based on wave Jacobian and sea spray particles.
Quick Start & Requirements
Highlighted Details
Maintenance & Community
Licensing & Compatibility
Limitations & Caveats
The README mentions that the automatic offsetting of cascade start times to avoid interference "might not work lol," suggesting potential issues with wave layering. The sea spray particle system's density is limited by particle distribution, and increasing particle count yields diminishing returns.
4 months ago
Inactive