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This is the effect of a shader I made which shifts the points on a 10x10 plane along the X, Y, and Z axes to simulate the effect of water both moving upwards and downwards but also shifting back and forth as water molecules don't remain in place.
The function I ended up using for this project was the Gerstner wave. This shader passes four waves over each point on the enlarged plane to help distort the pattern so it looks more natural.
As this shader is very mathematics heavy it quickly became very disorganised and so I separated the wave function into a subgraph that could easily be added repeatedly for a more natural looking shader.
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This took 6 weeks to accomplish and was a part of a computer graphics assignment for the second year of my advanced diploma. I am happy with the outcome but am interested in repeating the process with the wave functions in Jerry Tessendorf's paper Simulating Ocean Waves as this should recreate an improved effect.
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