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WebGL + Rust: Basic Water Tutorial

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Re: WebGL + Rust: Basic Water Tutorial

#21

It doesn't look like water to me. This looks a lot more like water: http://madebyevan.com/webgl-water/

Because it's not solving for the water surface elevation and velocity, only for light reflection and refraction from a pre-set surface. > The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. > > These slight offsets comes from sampling a du/dv map, which is just a texture that encodes different x and y offsets. The app…

Completely off topic, but this is a very exciting opportunity for me. What do you do as a "wave physicist"?

Re: WebGL + Rust: Basic Water Tutorial

#22
post #21

Earlier quoted context omitted.

Because it's not solving for the water surface elevation and velocity, only for light reflection and refraction from a pre-set surface. > The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. > > These slight offsets comes from sampling a du/dv map, which is just a texture that encodes different x and y offsets. The app…

Completely off topic, but this is a very exciting opportunity for me. What do you do as a "wave physicist"?

I study the role of waves in the larger meteorological and oceanographic context, specifically (1) how they govern momentum and energy exchange between wind and ocean currents, and (2) how they contribute to Lagrangian surface transport of pollutants, think oil spills or microplastics.

You can skim through my papers at https://milancurcic.com/publications. There is also a nice short video where my boss describes what we do in the lab: https://www.youtube.com/watch?v=B6c20IqR2mw

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