In this article I want to present my implementation-based tutorial about realtime Ocean Water Rendering with the Inverse Fast Fourier Transform. I made the tutorial series as a result of my research about Ocean Water Rendering and the Fast Fourier Transform.
The tutorial is splitted into three videos:
First video link: Tutorial #1 - IFFT equation
Second video link: Tutorial #2 - frequency domain
Third video link: Tutorial #3 - spatial domain
Youtube-Channel: VertexGameScope - Youtube
The first video is about the common IFFT-based equation.
In the second video I explain the Phillips Spectrum and the time dependent frequency domain for the IFFT and how it is computed and stored.
In the final video the IFFT is performed to obtain the spatial domain, the Water displacement map.
All Demos are rendered with my self-developed 3D Engine. It's Open Source on GitHub.
The website is: Curseye3d.com