Cinematic-Quality Ocean Simulation

NVIDIA WaveWorks enables developers to deliver a cinematic-quality ocean simulation for interactive applications. The simulation runs in the frequency domain using a spectral wave dispersion model. An inverse FFT step then transforms to the spatial domain ready for rendering. The NVIDIA WaveWorks simulation is initialized and controlled by a simple C API and the results are accessed for rendering through a HLSL shader API. Parameterization is via intuitive real-world variables, such as wind speed and direction. These parameters can be used to tune the look of the sea surface for a wide variety of conditions - from gentle ripples to a heavy storm-tossed ocean based on the Beaufort scale.

Platforms PC, Steam OS, Linux, MacOS, PS4, XBOX1
Dependencies DX11

Please contact us for Licensing inquiries.

In this demo we show the simulation for different Beaufort scales ... from gentle ripples to a heavy storm-tossed ocean. In addition, we also show the energy-based surface foam simulation which is locked to and driven by the underlying spectral simulation.

Key Features

NVIDIA WaveWorks features include:

  • Tessendorf's spectral algorithm, based on Phillips spectrum
  • Multi-res simulation
  • Quad-tree tile-based LoDing
  • Host read-back
  • DX11 tessellation
  • Foam simulation
  • A "no graphics" path for clients (MMO servers)