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Oculus + Ocean Simulation = ???

With a little down time before the Holiday break I was looking for a quick and fun experiment to try out. Jon's ocean sim really is interesting but it's not really something I can contribute to at this point. Still in it's early stages, the ocean sim is a tangle of undocumented code as Jon works through different techniques for everything from wave generation to LOD and tiling. Unable to add to the system itself I started thinking, what would it feel like to be right down there at wave level? How tall do these waves really feel? Why haven't I hooked the Oculus up to this thing yet!

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Ocean Simulation Pt 3 - Gerstner Waves

Last time, we tried to tackle creating an Ocean using noise functions and animating them to approximate the physical look. Approximate is the key word here as while it looked interesting it wasn't very accurate and it was taxing on performance as well. That initial approach was simple to implement but we needed to go further to achieve the goals.

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Ocean Simulation Pt 2 - First Attempts

Having read through a few of the articles, papers and presentations linked in the Introduction's References, we quickly discovered that this was going to be a very involved effort. Rather than dive directly into the most advanced techniques we started by trying to get the effect as simply as possible. 

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Ocean Simulation Pt 1 - Introduction

When we’re not building games or creating incredible experiences with augmented reality we like to try and dive deep into a topic to broaden our skill set. The way we run our research means we don't always have a specific purpose for the tech. Really we just want to learn along the way make something cool!

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