Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..
Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..
This inspired me to write my own version - and now I have it working. The FFT was... 4 days of solid debugging - imaginary numbers in render targets - yikes!
Hi, the whole ocean is about 20000 polygons, it is made of squared tileable patches (64x64), (32x32)... Depending of the angle of view and the number of culled patches, I would say that I have an average of 10000 polygons rendered. A real-time dynamic normal map is used to render the smallest waves and reduce the number of polygons and give a smooth aspect.
Hey, thank you for your comments ! I'm sure you can do it if you really want. If you are a programmer, you should be able to find a few examples and papers on the net. It was not so common when I did it a few years ago. Good luck !
I know my way around c++ and Im starting to learn opengl + glut so I'm on my way... :P
Right now... I've managed to make some simple physics simulations like shooting a cannon and watch it fall and bounce (without deformation) or making it explode in different particles in the air...
Thanks for your comment. Yes, I know I have seen some really good new demos. FFTs can be computed on the GPU now and we could easily increase the grid size to 128x128 instead of 64x64 for example...
I've been practising d3d programming for one week just for fun :) Last weekend I implemented first FFT waves, they do not use shaders or textures yet. Took some time to try to understand Fourier space and model...
Well, now unoptimized version runs ~30fps with Radeon 9000. I think I have to adjust FFT a bit or wave freqs as now it generates waves of opposite direction too ( even if I use dot product to zero them ).
What resolution of FFT grid you are using for shading and wave formation ?
Well it is not volumetric rendering at all. Water surface is made of tileable grids of vertices. A texture and normal map is applied in shaders. It is interactives, on recent graphics card I can get around 400fps. There is no physics implemented so it does not react to any object.I hope it helps.
There is a vertex shader and a pixel shader too. The great thing with Tessendorf is that you can create a tileable ocean. I store the mesh normals in a texture that is tiled and used as a normal map.
that's really great, plus it gave me an idea about distant water, seamless transition, by slowly diminishing the wave amplitude near the edges of the "real water" area, or i can add distant fog
Unfortunately there is a license on it and I cannot give it like this. I am planning to convert it to Ogre3D and anyone could use it. That way it would run on opengl or directx...
The version in the video is a plugin for vega prime using opengl.
This is not a joke? when you said REALTIME you mean REALTIME...like you can put this in the game and still game will go fluently without glitches...? or what?
because if thats so than thats SICK man, I would love to know how to do such thing in Maya...
Thanks for your comments. Indeed this is real time, and could be used in a game. We used it in a simulation software. The ocean was running at 80fps on a radeon 9800...I have easily 400fps on recent graphics cards. I do not know much about maya, but I am pretty sure you could find a plugin to create and render ocean waves (look at fluid dynamics). Good luck !
Wow, so it is...Its amazing man... such good shaders and 80 fps with Radeon 9800. I must do something like that in maya...I know how to build that and I have some water dynamics skills but I really don't know how to make it so covinient to look so great but to move in the real time...
Everything so far was just to slow and glitchy... but oh well I'll find some tutorial eventually. Thank you anyway and keep a great work! ;)
Not at all :o) I am a 3D developer. This ocean was developed a few years ago for a ROV simulation. Not sure if I can help you but if you want to ask me some questions or need nay advice, I would be glad to answer.
I am not too sure what could be the best way to improve that. I think the best way would be to implement a more complex lighting instead of a simple fresnel.I don't know if adding a level of ripples would improve that. It would add some processing time for sure anyway. Thanks for your comments anyway.
Nice, interesting and constructive comments! I suppose computer graphics and real-time simulation is something too complex for you to understand. Man you are only 14, stop watching at this kind of things, it might cause you brain internal bleeding!
hi! Thanks for your comments. This video is using opengl. But I have a d3d version too.The actual rendering of the water is done in a cg shader which is pretty much the same. I am planning to port it too Ogre3D...one day...if I have the time :o)
Unfortunately, it is not as simple as a .fx file :)
Waves are actually computed on the CPU using some kind of FFTs. Have a look on my website, you should be able to find some links to papers. Good luck if you try to implement that. It is not as complicated as it sounds...
amazing! is this available somehow, for example as an open source library? guess it would be too costy to the framerate anway but i'd just like to know.
Well it is not opensource, however there are a few examples on the internet bases on some similar method. Well about the framerate... I had 80fps on a radeon 9800...it runs really smoothly now at around 300-400 fps on some graphics cards (7900 series).
No...this is real-time and not raytraced. However I guess the algorithm to compute the waves is probably similar. Psunami uses a much higher resolution and accuracy and a much more advanced shading.
Psunami was an add-on in an earlier version of After Effects. It was from a brilliant little company called Atomic Power, which apparently was bought out by Adobe. Psunami gave you great open ocean wave effects. After Effects version is in some ways more powerfull, including shoreline and island effects, but it is clumsier, so I keep the old version as a plug in. I will send you a copy of the old Atomic Power discs if you want and if we can figure out the legality,
this is awsome,it must have taken a while to do. It would be even better, now that it is done, to add somekind of beach/wave soundtrack to it, so its even more realistic.
I want my lunch back.. dang video made me sea sick :(
Cool effects, but I personally think it woulda been better without the white foamy texture map part since it was a texture and not a foamy substance (the light reflection was ok though). I also wouldn't have zoomed in so close, since your water wasn't very transparent. Anyways, those are just my opinions. You can take them with a grain of salt, since I really don't know how realistic you were trying to get.
I've tried many ways, I'm using the wave with modfy-displace-smoke tex
no using diffuse of course, and tried using refract base on sky tex
and some noise in the bump, and various set key on the size, offset x & y
still, just plastic ocean i've got... is this 3ds max's max? do we have to use Dreamscape?
MrDeGorro 1 week ago
Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..
cashman821 6 months ago
Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..
cashman821 6 months ago
How did you do this????
Ive been trying to create waves in Unity but it wont work lol
SrgFlames 11 months ago
This inspired me to write my own version - and now I have it working. The FFT was... 4 days of solid debugging - imaginary numbers in render targets - yikes!
legogenius 1 year ago
It would be AWESOME to sail that Digital SEA one day!! >=)
IronJackalTw 1 year ago
норм...
Pravilnost 1 year ago
This comment has received too many negative votes show
isn't tessendorf where harry potter went to school?
lazyorc 2 years ago
This is badass. Nice work!
trackster11230 2 years ago
Was this OpenGL? or DirectX, Source code please? Nice job!
Subscribed and Rated.
HMcookie 2 years ago
Wauhw! that's beautifullist sea i ever seen!
martijnenco 2 years ago
So smooth, there must be tons of polys? How many are rendered on average?
hobbes71002 2 years ago 3
Hi, the whole ocean is about 20000 polygons, it is made of squared tileable patches (64x64), (32x32)... Depending of the angle of view and the number of culled patches, I would say that I have an average of 10000 polygons rendered. A real-time dynamic normal map is used to render the smallest waves and reduce the number of polygons and give a smooth aspect.
ericboissard 2 years ago 3
Ah, that's quite clever actually! Good work!
hobbes71002 2 years ago
that looks like plastic, get 3ds max and use the dreamscape plugin
GameTrailerHDQ 2 years ago
what for? he can just improve the shader
tenambo 2 years ago
exactly, this is real-time not a pre-rendered animation like you are suggesting.
Indeed it looks a bit like plastic, I could tweak the fresnel term to improve the rendering indeed.
But please don't compare real-time and pre-rendered video.
ericboissard 2 years ago
my point was, you don't need to buy 3ds max to improve your rendering
tenambo 2 years ago
really nice... I hope I can do something like this someday...
hanashira 2 years ago
Hey, thank you for your comments ! I'm sure you can do it if you really want. If you are a programmer, you should be able to find a few examples and papers on the net. It was not so common when I did it a few years ago. Good luck !
ericboissard 2 years ago
I know my way around c++ and Im starting to learn opengl + glut so I'm on my way... :P
Right now... I've managed to make some simple physics simulations like shooting a cannon and watch it fall and bounce (without deformation) or making it explode in different particles in the air...
But it's all very raw just yet...
I have a lot to learn... :)
But i'll keep at it... Thanks.
hanashira 2 years ago
if this video title was" video of the ocean" it would be hard to tell the difference
supergamerocks 2 years ago
Still doesn't look like real water. Not even close!
exenter2 2 years ago
looks good for a 2006 vid...but look at newer vids
I9kieran94 2 years ago
Thanks for your comment. Yes, I know I have seen some really good new demos. FFTs can be computed on the GPU now and we could easily increase the grid size to 128x128 instead of 64x64 for example...
ericboissard 2 years ago
computers can do better nowadays
jehsuhs 2 years ago
Very nice - makes me want to take a swim! :D
chrisjarram 2 years ago
i like when you move the camera in the last seconds. your water looks like pitch :))
ExtremeDesignStudio 3 years ago
I've been practising d3d programming for one week just for fun :) Last weekend I implemented first FFT waves, they do not use shaders or textures yet. Took some time to try to understand Fourier space and model...
Well, now unoptimized version runs ~30fps with Radeon 9000. I think I have to adjust FFT a bit or wave freqs as now it generates waves of opposite direction too ( even if I use dot product to zero them ).
What resolution of FFT grid you are using for shading and wave formation ?
MrXBow 3 years ago
wow.. i hope one day i will understand that XD i would love working on this kind of stuff
jehsuhs 2 years ago
real time implies no rendering... I don't get it.
threnodyfilm 3 years ago
No, it's rendered in realtime.
Rendering just means drawing the scene.
cyborgtroy 3 years ago 2
Sorry, don't know much about rendering and such -- But is the water volumetric whatsoever? And is it interactive? Does it react to hard objects?
Or is it just one big flat textured surface?
Bacender 3 years ago
Hi,
Well it is not volumetric rendering at all. Water surface is made of tileable grids of vertices. A texture and normal map is applied in shaders. It is interactives, on recent graphics card I can get around 400fps. There is no physics implemented so it does not react to any object.I hope it helps.
ericboissard 3 years ago
Thanks. I'm just getting into the realm of 3d rendered graphics, so i'm still looking into everything i can.
Bacender 3 years ago
is that all vertex shader? or did you put normal or bump maps on it too
matieman77 3 years ago
Hi,
There is a vertex shader and a pixel shader too. The great thing with Tessendorf is that you can create a tileable ocean. I store the mesh normals in a texture that is tiled and used as a normal map.
ericboissard 3 years ago
that is pretty cool.
Do you know of any good tutorials or documentations explaining the Tessendorf method?
Thanks
matieman77 3 years ago
that's really great, plus it gave me an idea about distant water, seamless transition, by slowly diminishing the wave amplitude near the edges of the "real water" area, or i can add distant fog
mcasual 3 years ago
wow that is awesome, I love the way the sea looks so random
so this is DirectX HLSL?
if so can i have it?
please? lol
matieman77 3 years ago
Unfortunately there is a license on it and I cannot give it like this. I am planning to convert it to Ogre3D and anyone could use it. That way it would run on opengl or directx...
The version in the video is a plugin for vega prime using opengl.
ericboissard 3 years ago
where can i download it?
cyther39 3 years ago
Which 3D API are you using?
hal970fx 3 years ago
Hi,
The video is from a plugin for vegaprime (mainly opengl calls). I developped another version for renderware (directx9).
ericboissard 3 years ago
THATS DIRECTX9!!! MORE LIKE 10!
PIKACHU49386 3 years ago
whats your website?
GeoffCoope 3 years ago
This is not a joke? when you said REALTIME you mean REALTIME...like you can put this in the game and still game will go fluently without glitches...? or what?
because if thats so than thats SICK man, I would love to know how to do such thing in Maya...
But eitherway its very impressive! great job man!
VEGETADTX 3 years ago
Thanks for your comments. Indeed this is real time, and could be used in a game. We used it in a simulation software. The ocean was running at 80fps on a radeon 9800...I have easily 400fps on recent graphics cards. I do not know much about maya, but I am pretty sure you could find a plugin to create and render ocean waves (look at fluid dynamics). Good luck !
ericboissard 3 years ago
Wow, so it is...Its amazing man... such good shaders and 80 fps with Radeon 9800. I must do something like that in maya...I know how to build that and I have some water dynamics skills but I really don't know how to make it so covinient to look so great but to move in the real time...
Everything so far was just to slow and glitchy... but oh well I'll find some tutorial eventually. Thank you anyway and keep a great work! ;)
VEGETADTX 3 years ago
i am assuming that that is without any geometry whicht needs to be copied? or am i mistaken?
freaqie 3 years ago
det drømmende vand stille uroligt endeløst...
ingfulu 3 years ago
Can u creat tidal waves?
cloverfield911 3 years ago
if he wanted to yes
unclechoo 3 years ago
2 things makes or brakes CGI. 1) Hair 2) Water. Water looks great but does it have phyisics.
AussieMate10110 3 years ago
eric are you an oceanographer? I would like to speak with you
regards, ChrisOD
odonnellracing 4 years ago
Hi Chris,
Not at all :o) I am a 3D developer. This ocean was developed a few years ago for a ROV simulation. Not sure if I can help you but if you want to ask me some questions or need nay advice, I would be glad to answer.
Eric
ericboissard 4 years ago
Fast Fourier Transform can bring amazing effects
tavernstudios 4 years ago
i think this is amazing...and hey...u can easily remove the plasticy luk by using a specular (or gloss) map...
hope it helps
sithlordutkarsh 4 years ago 5
It's very good, but allow me to add some constructive criticism.
Is it possible to add one level of ripples to remove some of plasticy look at the more closeup views? I'm curious if that'd improve it.
a1mint 4 years ago
I am not too sure what could be the best way to improve that. I think the best way would be to implement a more complex lighting instead of a simple fresnel.I don't know if adding a level of ripples would improve that. It would add some processing time for sure anyway. Thanks for your comments anyway.
ericboissard 4 years ago
omg so unbeliveable nicely done/looking.
GOOD JOB!
003645 4 years ago
thanks for your comments
ericboissard 4 years ago
WOW!
Muffnsausn 4 years ago
Beautiful animation, I really dig it.
sosogood 4 years ago
This comment has received too many negative votes show
thatz rubbish and only for nerds to watch
Christoflea 4 years ago
Nice, interesting and constructive comments! I suppose computer graphics and real-time simulation is something too complex for you to understand. Man you are only 14, stop watching at this kind of things, it might cause you brain internal bleeding!
ericboissard 4 years ago
Keep going, buddy. You can get better. Don't get disencouraged!
SpecialOperations 4 years ago
very very cool .... What did you use to create this ? OpenGL or Direc X or something else ???
EmreSevelin 4 years ago
hi! Thanks for your comments. This video is using opengl. But I have a d3d version too.The actual rendering of the water is done in a cg shader which is pretty much the same. I am planning to port it too Ogre3D...one day...if I have the time :o)
ericboissard 4 years ago
Hi,
I do not believe this is OpenGL ! Do you have a copy of this shader in *.fx format ? cheers Andy.
turrican1024 4 years ago
Unfortunately, it is not as simple as a .fx file :)
Waves are actually computed on the CPU using some kind of FFTs. Have a look on my website, you should be able to find some links to papers. Good luck if you try to implement that. It is not as complicated as it sounds...
ericboissard 4 years ago
What program was this in?
OhMyGoogs 4 years ago
amazing! is this available somehow, for example as an open source library? guess it would be too costy to the framerate anway but i'd just like to know.
rewb0rn 4 years ago
Well it is not opensource, however there are a few examples on the internet bases on some similar method. Well about the framerate... I had 80fps on a radeon 9800...it runs really smoothly now at around 300-400 fps on some graphics cards (7900 series).
ericboissard 4 years ago
Psunami?
innuinvu 4 years ago
No...this is real-time and not raytraced. However I guess the algorithm to compute the waves is probably similar. Psunami uses a much higher resolution and accuracy and a much more advanced shading.
ericboissard 4 years ago
Psunami was an add-on in an earlier version of After Effects. It was from a brilliant little company called Atomic Power, which apparently was bought out by Adobe. Psunami gave you great open ocean wave effects. After Effects version is in some ways more powerfull, including shoreline and island effects, but it is clumsier, so I keep the old version as a plug in. I will send you a copy of the old Atomic Power discs if you want and if we can figure out the legality,
innuinvu 4 years ago
this is awsome,it must have taken a while to do. It would be even better, now that it is done, to add somekind of beach/wave soundtrack to it, so its even more realistic.
chivasgirl07 4 years ago
I want my lunch back.. dang video made me sea sick :(
Cool effects, but I personally think it woulda been better without the white foamy texture map part since it was a texture and not a foamy substance (the light reflection was ok though). I also wouldn't have zoomed in so close, since your water wasn't very transparent. Anyways, those are just my opinions. You can take them with a grain of salt, since I really don't know how realistic you were trying to get.
ferds7 4 years ago
That's awesome. Why haven't we seen this in games yet?
cigaboo 5 years ago
i am also learning this 3d rendering thing also.
bubbaUK 5 years ago
too beautiful
bubbaUK 5 years ago
It'd be the best realtime water I've seen, but it looks like some kind of goo more than water.
IAMNOTHUMAN 5 years ago
o_O seen better. needs improveent although nice shine.
earlofnim 5 years ago
Amazing work. Could you go into detail on how this was done? I'd love to see the source.
eternaldark112 5 years ago
impressing
Tstar2 5 years ago
omg graphics...
Eydrill 5 years ago