Triangles, triangles everywhere
Taking the maths we developed in part 1 and turning it into geometry. The first in a series on GPU shaders.
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Taking the maths we developed in part 1 and turning it into geometry. The first in a series on GPU shaders.
The naive sine wave approach to ocean simulation just doesn't work — symmetric, mathematical looking humps, and no character. I've opted for a deterministic sum of Gerstner components, and this post explains why.