Ocean Simulation with FFT and WebGPU

Jerry Tessendorf's ocean simulation meets Tri-planar mapping

Introduction

It’s been a few month since I started pondering making a better ocean for Cosmos Journeyer’s procedural planets. To have actual waves moving around and not just a scrolling normal maps would make a significant difference in visual quality.

Coincidentally, I was also taking a course on computer animation (INF585) at Ecole Polytechnique, and I had the opportunity to choose my final project. Long story short, I decided to implement Jerry Tessendorf’s FFT-based ocean simulation on WebGPU, and this is my project report.

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Soft body simulation with HXPBD

HPBD meets XPBD for real-time simulations

I have been making a soft body simulation in C++ for my IMA904/IG3DA class at Telecom Paris, and I thought I could share my project report here! This one is quite light on the implementation details and is more focused on the high level ideas.

I added many example videos from the original report to make it more interesting to read!

Anyway, here is what you can expect from this article:

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