I Tried Simulating The Entire Ocean

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Publicado 2023-08-31
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Games like No Man's Sky, Black Flag, and Sea of Thieves boast some very beautiful water! But, how does it work? Can I do better with current hardware?

Topics covered include: Fourier series, fourier transform, frequency and time domain, oceanographic spectra, discrete fourier transform, fast fourier transform, approximate subsurface scattering, simulating foam, leveraging multiple frequency bands

Check out Jump Trajectory's channel!
   / @jumptrajectory  

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www.patreon.com/acerola_t

Socials:
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Twitch: www.twitch.tv/acerola_t
Discord: discord.gg/FxGQvbfm6Y

Code: github.com/GarrettGunnell/Water

References:
There are way too many references please just go to the code link above and scroll to the bottom of the readme for all my references there

Music:
Afternoon Break - Persona 3 OST
This Mysterious Feeling - Persona 3 OST
Midori Eyes - Paradise Killer OST
During The Test - Persona 3 OST
Junes Theme - Persona 4 OST
New Game - WORLD OF HORROR OST
In A Moment's Time - Skullgirls OST
A New Frontier - VA-11 Hall-A OST
Climactic Reasoning - Danganronpa 2 OST
Every Day Is Night - VA-11 Hall-A OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Empty Ocean - Loop Hero OST
Joy - Persona 3 OST
Underground Club - VA-11 Hall-A OST
Your Love Is A Drug - VA-11 Hall-A OST
GO!GO!STYLE - Paradise Killer OST
Like A Dream Come True - Persona 4 OST

Thanks for watching!

This video is dedicated to my friend, Alotryx.

#acerola #graphics #gamedev #unity3d #graphics #shaders

Todos los comentarios (21)
  • @eefflie
    99% of graphics programmers quit right before a 0.001% increase in performance
  • @otheusma
    I don't understand 95% of the things you say but I always find it fascinating.
  • @anonelusive340
    It’s kind of ironic how Fourier actually invented his famous formula to predict when/how the tides of the ocean would occur and now in recent times people rediscovered that it could be used to simulate the very same thing it was meant to describe all along Edit: What I meant to say was that one of the very first uses of the Fourier Series was to predict tidal motion (Sir Kelvin was the one who actually did the thing alongside the mechanical integrator! It's a very cool story too! )
  • @Meoiswa
    It would be cool to have this as a live wallpaper, with the wave parameters slowly changing over time (or perhaps using weather data?) so the ocean looks somewhat different every time you get to see it.
  • @jarred7721
    I've gotta hand it to you. You have some of the best shader content anywhere on the internet. It's digestible, entertaining, and informative.
  • @charactername263
    You can apply almost the same FFT for waves for grass blowing in the wind without obvious tiling.
  • @mu4784
    Honestly, 2 things I very recently learned upon doing 3D are just how weak computers are compared to what I had in my mind (which was at the level of "just generate noise in real time and it will take 0.1% of CPU kek") and at the same time just how insanely optimized any game is and how many smart solutions have to be built in order to get gorgeous visuals while maintaining performance!
  • @fablearchitect7645
    I think you should continue to use your 1660 to benchmark your projects to prevent the rebound effect on optimization caused by newer and faster hardware
  • @filiformis
    I can't imagine how validating it must be to have your opinion backed by the Oceanographic Literature.
  • @jbritain
    using Jack Quaid as the onscreen representation for Richard Feynman made me laugh harder than it had any right to
  • @thespycrab8305
    I love how all the math I learned in my Physics studies shows up in unexpected places like real time rendering. Never thought I'd hear about the Jacobian outisde of my simulations and modeling course.
  • @filoteo
    It’s so cool seeing these otherwise abstract tools of vector calculus and differential equations I’ve learned about or heard about throughout college in such a creative and artistic context. Never stop!
  • @CentaurionArcher
    FFT really is like magic. I spent like two months understanding it a few years ago and now I've completely forgotten
  • @TechJolt3d
    17:15 This image and the line "in truth, this is because our lighting model forgot how light works" Is making me laugh a lot
  • @onechippyboi
    You're by far the most entertaining resource on how complex shaders and simulations work but you still maintain a very professional quality in results. There are others who make the same kind of content but you have knowledge and skills on par with AAA devs when it comes to what you do.
  • @polic72andDrD3ath
    this is the hardest my minor in applied math has ever had to work, and I'm not even trying to implement it myself yet...at least I actually recognized 90% of the terms you said without having to look them up! amazing video!
  • @eeee69
    i just finished a class on numerical methods a few days ago and already i am getting flashbacks also the way you "removed" tiling at the end was really impressive
  • @PokiniGames
    I can not thank you enough for your contributions to the Unity shader coding scene. I have been wanting to add more water/flooded areas to my game, but have been avoiding it due to the performance impact/obvious tiling issues that existing water simulations on the marketplace have.
  • @Ataraxia0
    its insane how much better it looks while also improving the performance as a music producer its really interesting to me how working in the frequency domain is so much better than the time domain as when working with music you have to sample the waveform in time before you can start working in frequency, so i would have initially assumed the exact opposite. thinking about it now though, it definitely makes sense why its so powerful since any conceivable wave can be represented by a set of frequencies and phases i'd love to see more like this, its really interesting to see how waves can be used in graphics and not just audio