A quick project to create semi-realistic waves in UE4 using the Gerstner Wave technique, using usf files (HLSL-based unreal engine shader language) and blueprints.
UE4 Version: Unfortunately don't have many screenshots from this one, however some wireframe shots are still around
- Tessendorf Paper
- 1986 Article "A Simple Model Of Ocean Waves" Written by Fournier - basically about gerstner waves
- partial C++ Adaptation of Tessendorf Paper
- Nvidia GPU Gems, Gerstner Waves
- Assassins Creed
- Fourier Transform concept 3blue1brown
- Intro to Fast Fourier Transform, Slideshow Associated With Video
- Brief Video About Gerstner Waves
- Gerstner Waves using blueprint in ue4.
- Mathematical Ocean For Buoyancy, Blueprint in ue4
- Goal video, what I'd ideall be able to acheive (Real-time FFT Ocean rendering done in OpenGL w/ AMD Readon R7 360, which is 3 times slower than gtx 1070)
- Another goal video
Here's some screenshots of the wireframe on a restricted plane with the shaders applied as a material.