I Tried Simulating The Entire Ocean

Sdílet
Vložit
  • čas přidán 30. 08. 2023
  • Get a free 30 day trial and 20% off an annual plan at
    brilliant.org/acerola ! #ad
    Sea of Thieves boasts some very beautiful water, perhaps the best looking water in gaming history! But, how does it work? Did they even do it first? Can I do better with current hardware? Who knows!
    Topics covered include: Fourier series, fourier transform, frequency and time domain, oceanographic spectra, discrete fourier transform, fast fourier transform, approximate subsurface scattering, simulating foam, leveraging multiple frequency bands
    Check out Jump Trajectory's channel!
    / @jumptrajectory
    Support me on Patreon!
    / acerola_t
    Socials:
    Twitter: / acerola_t
    Twitch: / acerola_t
    Discord: / discord
    Code: github.com/GarrettGunnell/Water
    References:
    There are way too many references please just go to the code link above and scroll to the bottom of the readme for all my references there
    Music:
    Afternoon Break - Persona 3 OST
    This Mysterious Feeling - Persona 3 OST
    Midori Eyes - Paradise Killer OST
    During The Test - Persona 3 OST
    Junes Theme - Persona 4 OST
    New Game - WORLD OF HORROR OST
    In A Moment's Time - Skullgirls OST
    A New Frontier - VA-11 Hall-A OST
    Climactic Reasoning - Danganronpa 2 OST
    Every Day Is Night - VA-11 Hall-A OST
    Those Who Dwell In The Shadows - VA-11 Hall-A OST
    Empty Ocean - Loop Hero OST
    Joy - Persona 3 OST
    Underground Club - VA-11 Hall-A OST
    Your Love Is A Drug - VA-11 Hall-A OST
    GO!GO!STYLE - Paradise Killer OST
    Like A Dream Come True - Persona 4 OST
    Thanks for watching!
    This video is dedicated to my friend, Alotryx.
    #acerola #graphics #gamedev #unity3d #graphics #shaders
  • Věda a technologie

Komentáře • 1,2K

  • @Acerola_t
    @Acerola_t  Před 9 měsíci +216

    Get a free 30 day trial and 20% off an annual plan at brilliant.org/acerola #ad
    The Unity Awards nomination voting is live! It'd make me super happy if you submitted my name (if you think I am deserving).
    unity.com/awards?

    • @djjudd566
      @djjudd566 Před 9 měsíci +1

      Wooo! My boy Acerola got. that. sponsorship. Lets gooooooo

    • @PlanetComputer
      @PlanetComputer Před 9 měsíci

      thanks, employed "_t" Acerola, you brilliant goblin

    • @NotGabe001
      @NotGabe001 Před 8 měsíci

      is that the real Dan Salvato at 25:02?

    • @Acerola_t
      @Acerola_t  Před 8 měsíci +5

      @@NotGabe001 yeah we are moots on twt

    • @Gabriel38196
      @Gabriel38196 Před 8 měsíci +1

      @@Acerola_t done, thanks for the tutorial, I'll try to implement this myself!

  • @eefflie
    @eefflie Před 9 měsíci +4482

    99% of graphics programmers quit right before a 0.001% increase in performance

    • @nightlight0x07cc
      @nightlight0x07cc Před 8 měsíci +91

      LOL

    • @NILLANEAB
      @NILLANEAB Před 8 měsíci +113

      literally me except I quit when I get an opengl error before starting

    • @ryuined
      @ryuined Před 8 měsíci +9

      release quote

    • @stevenshea990
      @stevenshea990 Před 7 měsíci +34

      @@NILLANEAB Or with vulkan/dx12, when you get a fatal memory error before you've even initialized the gpu device object.

    • @codeninja1832
      @codeninja1832 Před 7 měsíci +11

      I use the same logic for gambling.

  • @otheusma
    @otheusma Před 9 měsíci +3088

    I don't understand 95% of the things you say but I always find it fascinating.

    • @Brunoenribeiro
      @Brunoenribeiro Před 9 měsíci +66

      Chilling with Persona songs and hard math

    • @spookbag24
      @spookbag24 Před 9 měsíci +73

      i like your funny words magic man

    • @ThePandaAgenda
      @ThePandaAgenda Před 9 měsíci +19

      I understand maybe 75% of what he’s saying and I am still amazed by this guy’s creativity

    • @DemoniteBL
      @DemoniteBL Před 8 měsíci +39

      I don't really care about any of this, my monkey brain just clicks on random videos.

    • @ThePandaAgenda
      @ThePandaAgenda Před 8 měsíci +11

      @@DemoniteBL vibe

  • @anonelusive340
    @anonelusive340 Před 8 měsíci +1548

    It’s kind of ironic how Fourier actually invented his famous formula to predict when/how the tides of the ocean would occur and now in recent times people rediscovered that it could be used to simulate the very same thing it was meant to describe all along
    Edit: What I meant to say was that one of the very first uses of the Fourier Series was to predict tidal motion (Sir Kelvin was the one who actually did the thing alongside the mechanical integrator! It's a very cool story too! )

    • @BenGroebe
      @BenGroebe Před 8 měsíci +155

      My understanding is that Fourier created the method for solving the differential equations involved in modelling heat diffusion in metal plates? I don't think this is correct :/
      Citation: Mémoire sur la propagation de la chaleur dans les corps solides (1807)

    • @_zedsdead_
      @_zedsdead_ Před 8 měsíci +72

      I think it was Kelvin that used the formula to predict waves

    • @jimsmith3715
      @jimsmith3715 Před 8 měsíci +2

      Well of course it could that's just basic correlation isn't it? Many mathematical formulas can work the same

    • @stevenshea990
      @stevenshea990 Před 7 měsíci +47

      @@_zedsdead_ Yes, Fourier invented the Fourier series to develop an equation for how heat diffuses through a metal plate, then for a general heat equation.

    • @LouSaydus
      @LouSaydus Před 7 měsíci +11

      The Fourier transform is pretty ubiquitous in any situation dealing with waves, and a LOT of things can be broken down by describing them as waves.

  • @jarred7721
    @jarred7721 Před 9 měsíci +1286

    I've gotta hand it to you. You have some of the best shader content anywhere on the internet. It's digestible, entertaining, and informative.

    • @stevenmathews7621
      @stevenmathews7621 Před 9 měsíci +45

      not to mention his aesthetic
      absolutely love his video style

    • @uninable
      @uninable Před 9 měsíci +1

      @@stevenmathews7621_Black Scene_

    • @Kwauhn.
      @Kwauhn. Před 9 měsíci +12

      Right!? I wish I had this when I was first getting into computer graphics in highschool.

    • @vjcodec
      @vjcodec Před 8 měsíci +5

      The meme way of learning!

  • @jbritain
    @jbritain Před 9 měsíci +860

    using Jack Quaid as the onscreen representation for Richard Feynman made me laugh harder than it had any right to

    • @paninisauce6949
      @paninisauce6949 Před 9 měsíci +26

      I know who neither of these people are 👍💯‼️💯

    • @jbritain
      @jbritain Před 9 měsíci +78

      @@paninisauce6949 Richard Feynman was a physicist. Jack Quaid played him in Oppenheimer (albeit briefly) but is more known for playing Hughie in The Boys

    • @purple-flowers
      @purple-flowers Před 9 měsíci +19

      @@jbritain Richard Feynman was such a guy. I'd recommend reading his memoir where he details breaking into classified desks at Los Alamos and leaving silly notes for fun, being obsessed with the bongos, and much more.

    • @jbritain
      @jbritain Před 9 měsíci +2

      @@purple-flowers my physics teacher used to tell us stories about some of the funnier stuff he did, will look into that

    • @XxyGoddam
      @XxyGoddam Před 8 měsíci +1

      came to say the same. I laughed way too much from it :D

  • @charactername263
    @charactername263 Před 9 měsíci +483

    You can apply almost the same FFT for waves for grass blowing in the wind without obvious tiling.

  • @filiformis
    @filiformis Před 9 měsíci +234

    I can't imagine how validating it must be to have your opinion backed by the Oceanographic Literature.

  • @TechJolt3d
    @TechJolt3d Před 9 měsíci +145

    17:15 This image and the line "in truth, this is because our lighting model forgot how light works" Is making me laugh a lot

  • @CentaurionArcher
    @CentaurionArcher Před 9 měsíci +154

    FFT really is like magic. I spent like two months understanding it a few years ago and now I've completely forgotten

  • @Meoiswa
    @Meoiswa Před 8 měsíci +144

    It would be cool to have this as a live wallpaper, with the wave parameters slowly changing over time (or perhaps using weather data?) so the ocean looks somewhat different every time you get to see it.

    • @TheShinyZoroark_
      @TheShinyZoroark_ Před 8 měsíci +21

      Nice wallpaper engine idea

    • @YdenPL
      @YdenPL Před 6 měsíci +21

      That's absolutely doable, if I ever get around to installing Unity, maybe I could modify the project to pull weather data and package it up into a Wallpaper Engine wallpaper.

    • @DeletedDevilDeletedAngel
      @DeletedDevilDeletedAngel Před 15 dny +1

      @@YdenPL is it done?

  • @mu4784
    @mu4784 Před 8 měsíci +50

    Honestly, 2 things I very recently learned upon doing 3D are just how weak computers are compared to what I had in my mind (which was at the level of "just generate noise in real time and it will take 0.1% of CPU kek") and at the same time just how insanely optimized any game is and how many smart solutions have to be built in order to get gorgeous visuals while maintaining performance!

    • @prismalglue
      @prismalglue Před 8 měsíci

      we need organic computers NOW! xD

    • @yaman.
      @yaman. Před 7 měsíci

      donate your brains@@prismalglue

  • @PokiniGames
    @PokiniGames Před 9 měsíci +164

    I can not thank you enough for your contributions to the Unity shader coding scene. I have been wanting to add more water/flooded areas to my game, but have been avoiding it due to the performance impact/obvious tiling issues that existing water simulations on the marketplace have.

  • @eeee69
    @eeee69 Před 9 měsíci +99

    i just finished a class on numerical methods a few days ago and already i am getting flashbacks
    also the way you "removed" tiling at the end was really impressive

    • @stanleyyyyyyyyyyy
      @stanleyyyyyyyyyyy Před 8 měsíci +1

      it was quite clear what needed to be done to everyone who understood the topic.

    • @Good_Hot_Chocolate
      @Good_Hot_Chocolate Před 4 měsíci +7

      ​@@stanleyyyyyyyyyyyGet off your high horse. There's no reason to put down other people's understanding, especially when the one in question was still learning.

  • @fablearchitect7645
    @fablearchitect7645 Před 8 měsíci +72

    I think you should continue to use your 1660 to benchmark your projects to prevent the rebound effect on optimization caused by newer and faster hardware

    • @Acerola_t
      @Acerola_t  Před 8 měsíci +27

      when i get a new pc yeah i'll keep the 1660 around hopefully

  • @ceilidhDwy
    @ceilidhDwy Před 9 měsíci +184

    Excellent video as always!
    It looks so impressive in the end and honestly working with enterprise software (that takes 45 second to load a single page of 20 customer requests) I tend to forget that computers can do this kind of magic! Your videos kinda make me motivated towards programming
    On another note, that transition to sponsor is very good

    • @bondthefifth
      @bondthefifth Před 9 měsíci +17

      Working in backend did that to you, but also I think acerola said in his pixel sorting algorithm video that a CPU, which you and I used everyday in enterprise software is Smarter Slower, but a GPU which he uses in the shader program is Stupid Faster (and yet it can still do a mind blowing approximation of an entire ocean waves in real time)

    • @yan-amar
      @yan-amar Před 9 měsíci +17

      And then you have entreprise software which is Stupid Slower.
      Really, running on the CPU is no excuse for modern software being slow.

    • @kylebelle246
      @kylebelle246 Před 8 měsíci +1

      ​​@@yan-amarits probably due partly to network requests, which realistically is not something that can be solved. Many times even the server you make network requests to have to make other network/api request. But yes some software is just terrible as well

    • @mauriciosmit1232
      @mauriciosmit1232 Před 8 měsíci

      Especially since on a higher-range laptop's CPU, you can run a rough equivalent of a local ChatGPT now, and still have resources for other stuff. It's crazy what our chips are capable of when programs are optimized for them.

  • @jacobcowan3599
    @jacobcowan3599 Před 9 měsíci +69

    Another banger from the funniest technical artist on CZcams. You do such a great job telling a story and providing dense info in a super digestible manner.
    I am so ready for that principled BRDF video!

  • @BeatCrazey
    @BeatCrazey Před 9 měsíci +35

    This video (and the previous) COMPLETELY sold me on Fourier Transforms and FFT. I'm going to Uni so I hope I'll have the opportunity to learn more about them (and maybe make an ocean a quarter as good as yours)

  • @E-dart
    @E-dart Před 9 měsíci +48

    Babe wake up, acerola released a new video

    • @pi0neer758
      @pi0neer758 Před 9 měsíci

      I was looking if someone already said this, but I wasn't expecting it within *3 minutes* you're insane (in a good way)

    • @Soundy777
      @Soundy777 Před 9 měsíci

      This got me good

    • @bastian3461
      @bastian3461 Před 9 měsíci

      that was fast

  • @lbgstzockt8493
    @lbgstzockt8493 Před 9 měsíci +50

    Your videos became a lot easier to understand after going to college for a few semesters.

  • @kojumble
    @kojumble Před 9 měsíci +24

    i think this counts as the best follow up video of all time

  • @thespycrab8305
    @thespycrab8305 Před 8 měsíci +9

    I love how all the math I learned in my Physics studies shows up in unexpected places like real time rendering. Never thought I'd hear about the Jacobian outisde of my simulations and modeling course.

  • @JamEngulfer
    @JamEngulfer Před 9 měsíci +14

    This is amazing! Reducing tiling by throwing more FFTs at it was really interesting as well. I’m now thinking about what could be done to further improve the sea foam, because the solution was (relatively) simple, so I think there’s room for some neat additions.
    Maybe a vertical offset of some kind to give it the impression of having volume and adjusting the rate at which it appears and fades to make it a bit more ‘sticky’?

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +4

      Probably experimenting with different decay functions would be the easiest way. I didn't really spend much time innovating the foam cause it's kinda tacked on. It is the same method that every game uses as far as I'm aware, the biggest difference between mine and others is that since I don't use a texture for the foam appearance I don't blur the accumulated foam tex in order to keep it noisy and pseudo detailed to prevent it from obviously being a flat color.

    • @miles6910
      @miles6910 Před 8 měsíci +2

      @@Acerola_t seems like you'd want to adjust the material properties for the foam as well. do you apply the compliment of the fresnel to your scattered light component of your surface material? i think that is warranted, but maybe it's all bs enough to not matter.

  • @filoteo
    @filoteo Před 9 měsíci +14

    It’s so cool seeing these otherwise abstract tools of vector calculus and differential equations I’ve learned about or heard about throughout college in such a creative and artistic context. Never stop!

  • @polic72andDrD3ath
    @polic72andDrD3ath Před 8 měsíci +10

    this is the hardest my minor in applied math has ever had to work, and I'm not even trying to implement it myself yet...at least I actually recognized 90% of the terms you said without having to look them up! amazing video!

  • @Ataraxia0
    @Ataraxia0 Před 9 měsíci +9

    its insane how much better it looks while also improving the performance
    as a music producer its really interesting to me how working in the frequency domain is so much better than the time domain as when working with music you have to sample the waveform in time before you can start working in frequency, so i would have initially assumed the exact opposite. thinking about it now though, it definitely makes sense why its so powerful since any conceivable wave can be represented by a set of frequencies and phases
    i'd love to see more like this, its really interesting to see how waves can be used in graphics and not just audio

  • @onechippyboi
    @onechippyboi Před 9 měsíci +7

    You're by far the most entertaining resource on how complex shaders and simulations work but you still maintain a very professional quality in results. There are others who make the same kind of content but you have knowledge and skills on par with AAA devs when it comes to what you do.

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +2

      To be fair it's cause I was a AAA dev

    • @onechippyboi
      @onechippyboi Před 9 měsíci +1

      @@Acerola_t I know, I just wanted to say that you're giving people free education on things that take years of school and industry experience. It's a real talent to make graphics optimization and math as entertaining as you do. 👍

  • @xeuxixiliak8417
    @xeuxixiliak8417 Před 9 měsíci +21

    Okay, the notification Acerola: Simulating the Entire Ocean
    definitely looked to me at a glance like 'Stimulating the entire Areola'

  • @gameworkerty
    @gameworkerty Před 9 měsíci +30

    Love the thoughtful detailed breakdown of these effects

  • @jeb123
    @jeb123 Před 9 měsíci +14

    FFT's are still continues to amaze me, seriously. Our life would be very different without them. Also your channel amazes me too! Your use of math with Unity is insane. There are few questions i want to ask, how did you learn all of this? At school or all by yourself? If at school what was your major?

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +8

      I have a bachelors in computer science but I taught myself most of this stuff

    • @jeb123
      @jeb123 Před 9 měsíci +2

      @@Acerola_t Thanks for the reply! Your channel is really amazing, so much to learn.

  • @IstyManame
    @IstyManame Před 9 měsíci +5

    Your vids are genuinely great for falling asleep

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +7

      only a little insulting!

  • @MCLooyverse
    @MCLooyverse Před 4 měsíci +1

    On the comment about the conventional math summing notation being inclusive, I usually write `sum{k = 0;

  • @ufalsalman
    @ufalsalman Před 4 měsíci +2

    I love you mentioned Euler's formula, because you also took the reference from Monogatari Series as your brand and Euler was mentioned in Zoku Owarimonogatari too. Cool video btw, I like it (despite I studied in food technology field lmao)

  • @ChaonicMew
    @ChaonicMew Před 9 měsíci +16

    Thank you for being a technical artist to all of us!
    What you're doing will enable the rest of us to make MUCH better games!

  • @thelegalsystem
    @thelegalsystem Před 9 měsíci +5

    Black Flag had the first ocean in a videogame that felt believeable to me

  • @TheLaxOne
    @TheLaxOne Před 8 měsíci +2

    This whole wave simulation series and channel as a whole has gotten me super interested in shaders when I'd never given it much of any thought before. The way you outline all of the math behind the graphics along with the humor in your presentation just makes for great edutainment. I also super appreciate all of the sources so those who want to see the nitty-gritty math can do so!

  • @PuppyGamerYT
    @PuppyGamerYT Před 9 měsíci +6

    Amazing video acerola! Every video I watch makes me want to learn more about shader programming!

  • @torikenyon
    @torikenyon Před 9 měsíci +4

    so much of this happens to line up with what i'm learning in my digital audio theory class

  • @SpottedEgg
    @SpottedEgg Před 9 měsíci +7

    I appreciate the effort you put into your videos Acerola

  • @James-Calvin
    @James-Calvin Před 8 měsíci +1

    This is absolutely amazing. GG Acerola. You go into just the right amount of detail to introduce topics and be entertaining. And you're just really funny. Thanks for making this video!

  • @SylvanSerenity
    @SylvanSerenity Před 7 měsíci +1

    Super interesting video! Very detailed, on topic, and the humor and analogies really help pull it together. Very happy to have found your channel. Thank you for the content!

  • @gehtsiegarnixan
    @gehtsiegarnixan Před 9 měsíci +6

    Very impressive and fascinating. And it explaines why oceans in movies and games always look so fundamentally wrong. I have been sailing for my entire life and leanred how to read waves. True waves are curved from above too and have directional waves in different regions all of which you can see from pretty far away to the smallest detail.

  • @LighthoofDryden
    @LighthoofDryden Před 9 měsíci +9

    It’s been like ten years since I first heard about Fourier Transforms and because of you I finally know what they are ❤

  • @0osk
    @0osk Před 9 měsíci +2

    Very cool Mr. Rola. Even if I usually don't understand the nitty gritty details, I appreciate how your videos always make it easy for someone like me to at least understand the basic idea of how these things work and the thought process behind it.

  • @iliya-malecki
    @iliya-malecki Před 8 měsíci

    im so happy for you to finally go ballistic with the view counts! you are the best! im learning so much useful stuff directly applicable to my field, and im not even a game dev but a data scientist

  • @Crovea
    @Crovea Před 9 měsíci +5

    Great video Rōra Hime
    if you could do river water flow shader stuff in the future that would be epic!
    and maybe even how to have it flow seamlessly into oceans

  • @ricardo.mazeto
    @ricardo.mazeto Před 9 měsíci +7

    24:12, you could dig a little deeper on the frequencies used here. If you use prime numbers for frequencies, they will tile on a much larger square, because prime numbers have the biggest LCM (Least Common Multiple). I use this trick for procedurally generate huge tiling textures from tiny samples.

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +2

      the tiling is actually gated by the resolution of the textures, since all of this is being precomputed into textures that the ocean mesh then samples.
      If GPUs are ever fast enough to calculate the fft per vertex, then yeah this would be applicable knowledge, but we'll probably die first.

    • @ricardo.mazeto
      @ricardo.mazeto Před 9 měsíci +4

      @@Acerola_t No, you got it wrong. There's no need for FFT. If you sample the textures, such that for each vertex v, for each texture t, the height of the vertex, or color of the pixel, is equal to the sum of t_i mod t_i_len, the size of the "tiles" is equal to LCM(t_1, ..., t_n). If the sizes of the textures are prime number length, which is the optimal length for this technique, you can get huge tiles with tiny textures. It's a well known technique.

  • @stargazersdance
    @stargazersdance Před 9 měsíci +2

    Idk when I discovered your channel but I've been watching for a pretty decent time.
    I think what got me hooked at first was the Persona 2 music in one of your videos. Then the Monogatari styled editing pulled me in even further. What sealed the deal was the topics you talked about. Hope you keep it up, Acerola. Frfr

  • @Dadointdetrip
    @Dadointdetrip Před 5 měsíci +1

    the forest creators really worked on the ocean. even at that time you can see many little parts of it but one small problem is it locked at some frame rate so if you have 60 fps water will look like a slide show

  • @danielgysi5729
    @danielgysi5729 Před 9 měsíci +3

    Recreating effects from huge titles like you do in this series and with the smoke video is definitely really interesting and informative and I'm so grateful for it
    That said, would you ever consider trying to make a video around an original effect rather than copying one from the literature? Seeing how you approach something like that would be really useful I think.
    Either way though I'm a huge fan of you work. Cheers!

    • @Acerola_t
      @Acerola_t  Před 9 měsíci +4

      My pixel sort video is essentially an original effect as I invented that algorithm (the one presented in the vid, not the concept itself)

  • @Gokanaru
    @Gokanaru Před 9 měsíci +4

    WOW this is beautiful.

  • @SergeyLergDev
    @SergeyLergDev Před 9 měsíci

    Great as usual. Helps a lot with understanding intricate rendering techniques. I'm also currently working on a rendering project for youtube, it's not water but similar. And your videos are quite inspirational, thanks!

  • @mrbonono2951
    @mrbonono2951 Před 9 měsíci

    I can’t wait for even more content, your stuff is so good and you can’t find anything else like it

  • @gamingshowerthoughts9723
    @gamingshowerthoughts9723 Před 9 měsíci +3

    I'm really curious how good the new built-in water system is in Unity HDRP. It seems to do ....most of what you showed.

  • @nynx8269
    @nynx8269 Před 9 měsíci +4

    Yes another acerola video

  • @RedekerEleven
    @RedekerEleven Před 5 měsíci

    first of all, thank you for being awesome. you help break down complex subjects that i'd need a semester of college to understand otherwise and i'm endlessly grateful for that
    secondly, i'd like to request some topics! #1 a summary of common optimization techniques, or #2 mobile GPUs/APIs/mobile gfx in general

  • @DoggHounder
    @DoggHounder Před měsícem

    Just wanted to say that this is one of the most interesting videos on solving complex problems in game dev I've seen on youtube! subbed and i'm curious for your next videos

  • @katie.d0905
    @katie.d0905 Před 9 měsíci +3

    But acerola !!

  • @forest-goddess
    @forest-goddess Před 8 měsíci

    finally got around to watching this one, as always, incredibly good video. really great at explaining these topics a bit in extremey enjoyable ways.

  • @simonstrandgaard5503
    @simonstrandgaard5503 Před 9 měsíci

    Beautiful result. Well explained. Well produced video. Thank you for making this.

  • @NunSuperior
    @NunSuperior Před 9 měsíci +3

    Warning : Adult Mathematics
    (That's some tasty water right there)

  • @andrewallbright658
    @andrewallbright658 Před 7 měsíci

    I’m rewatching this with the experience of more game dev knowledge. I appreciate the attempts to translate the complex (ha) math topics into something more legible to a wider audience.
    Great work on foreshadowing the evolution of technique. I’m happy you create content on these subjects. Looking forward to the next vid :3

  • @TigerMax96
    @TigerMax96 Před 9 měsíci

    I just love your content!
    It's informative, concise and interesting to watch.
    Keep it up!

  • @JordanMarshDev
    @JordanMarshDev Před 6 měsíci

    Incredible work!
    Most of the math of shaders goes right over my head, but the end result here was damn impressive.
    If you do continue this project I would love to see you push the limits of a CPU based underwater ecosystem - that would be quite an addition!
    Earned a subscriber in me cheers.

  • @zactron1997
    @zactron1997 Před 9 měsíci +1

    Excellent video. You should look into introducing player induced displacement into your simulation as a bonus challenge. Since you know a player has minimal mass compared to the ocean, you know their impact on the ocean can be limited to a very small region of space, but with a high impact.
    Since the spectrum is also a linear space, you can sum the player induced displacement with the natural simulation, and it should look pretty convincing.
    Ocean spray would also be nice, but I don't think it's as important.

  • @OrangeJambo
    @OrangeJambo Před 9 měsíci +2

    Luv u, thanks Acerola. Enjoy everything you cover, always insightful!

  • @LambOfDemyelination
    @LambOfDemyelination Před 9 měsíci

    really impressive videos one after the other!
    hope you're balancing work well ❤

  • @oystercatcher943
    @oystercatcher943 Před 6 měsíci

    That’s super impressive! Loved how you explained it, especially the touches like foam

  • @nathanbarraud4349
    @nathanbarraud4349 Před 9 měsíci

    Man every single video you make are amazing ! Thanks for your work, it is very inspiring!

  • @dotails
    @dotails Před 8 měsíci +1

    Ready for a greater challenge?
    Take a Fourier transform of a heightmap and then recreate the style as a procedurally generated infinite map. Imagine an infinite BOTW map that has the signature of the original.

  • @brownshoes5225
    @brownshoes5225 Před 6 měsíci +1

    The Va-11 Hall-A music in the background was a nice touch.

  • @henrysteven137
    @henrysteven137 Před 9 měsíci +1

    you sir are on a different level of talent with shaders. amazing work

  • @LoyalSage
    @LoyalSage Před 8 měsíci

    12:45 That’s a really good way to describe a lot of things where complex functions are used to produce real results (at least for people who have heard of Plato’s Cave).

  • @basiliotornado
    @basiliotornado Před 9 měsíci

    Awesome video, the fft is one of my favorite math functions. my favorite project with it so far has been turning an entire audio file into a midi. Originally made it in python (have clips uploaded (don't judge)), and tried to convert it to rust, but i had problems generating the spectrogram correctly. I love this project and kinda want to try it for myself

  • @RecOgMission
    @RecOgMission Před 5 měsíci

    I came across your videos this week only, and am enjoying them immensely!
    Any ideas of how to tone down the waves along a shore (or similar)?

  • @JiraMelaj
    @JiraMelaj Před 3 měsíci

    Thank you ever so much! I found myself in the position of needing to write my own water math, and was feeling apprehensive... I feel encouraged & so much better now! :D

  • @Aliberation
    @Aliberation Před 9 měsíci

    Awesome video, as always. Thank you for your hard work!

  • @simpli_A
    @simpli_A Před 9 měsíci

    I love your videos! Mist people that do similar stuff to this treat is as a video about making a cool with with a bonus being if the viewer can learn something… but your videos are about teaching us how to do these, with you also getting a bonus cool thing!

  • @blarvinius
    @blarvinius Před 9 měsíci

    @Acerola I have this idea to get around the tiling problem in all sorts of shaders and texturing: APERIODIC TILING! But it's beyond me to implement. The world needs someone like you to look into this.

  • @jelledgecg
    @jelledgecg Před 9 měsíci +1

    Videos like these are what inspire me to keep learning and working toward becoming a graphics programmer. Wish I could like twice, wonderful content.

  • @DevJorvan
    @DevJorvan Před 9 měsíci

    Man, I watch a lot of youtube and want to tell you that I really love your videos (great content with a nice amount of comedy). Thanks for sharing, mate 🤝

  • @TheRubiksrocks
    @TheRubiksrocks Před 8 měsíci +1

    2 WEEKS?!? This shit would take me like 2 years to fucking read, understand, and implement. Wow. Amazing work. Subscription added!

  • @xenen9797
    @xenen9797 Před 8 měsíci

    Another Acerola W. i never understand the videos the first watch through but, they are always interesting. Keep it up!

  • @Atmos_Glitch
    @Atmos_Glitch Před 4 měsíci +1

    24:33 I won't fall for your gaslighting treachery!!!

  • @ortxxxm
    @ortxxxm Před 8 měsíci

    @Acerola_t thanks to your inspiration, I've enrolled into an intro to image processing class for this semester! thank you :]

  • @thatguyonyoutube6632
    @thatguyonyoutube6632 Před 8 měsíci +1

    i haven't watched the video completely yet, but you caould look into single tile tessalation. It was recently proved that you can, using only one tile, create a non-recurring surface.

  • @CasMcAss
    @CasMcAss Před 9 měsíci +1

    The cat video during the sponsorship was absolutely brilliant! made it so much easier to not fast forward.

  • @ggavilan
    @ggavilan Před 9 měsíci

    So inspiring!! I always get some new math concepts to apply on my own blender shaders

  • @tastycake5465
    @tastycake5465 Před 8 měsíci

    7:01 love how timed this music is to the graph

  • @ottley32
    @ottley32 Před 8 měsíci

    I’m glad you mentioned Atlas’s ocean system. I thought it was cutting edge for it’s time, and holds up very well today.

  • @EpicGamer-ux1tu
    @EpicGamer-ux1tu Před 9 měsíci

    Amazing video, thank you Acerola for your hard work!

  • @morgan0
    @morgan0 Před 9 měsíci

    something i came across between the last video and this one is some tiling techniques inigo quilez came up with years ago. basically instead of repeating it in a grid, you use some other positioning for bits of the texture and blend them in between. maybe it could be applied here for further tiling reduction, maybe allowing for lower size textures and fewer of them with comparable quality

  • @Helios.vfx.
    @Helios.vfx. Před 8 měsíci

    Glad to have found this channel. Great stuff

  • @NKCubed
    @NKCubed Před 9 měsíci +1

    cat was highly effective for keeping my attention during the ad read

  • @-ColorMehJewish-
    @-ColorMehJewish- Před 5 měsíci +1

    I like the title "I Tried Simulating The Entire Ocean" much more than "Here's How Much Smarter I Am Than You" 😆
    Nah.. all joking aside, this is quite amazing.
    You did an amazing job w/ tackling this material, and even explaining it all in an easy-to-understand manner.

  • @tortellinifettuccine
    @tortellinifettuccine Před 8 měsíci +1

    Watchdogs will forever have the best water render I have ever seen in my life. Not really related just needed to say it lmao

  • @jfalk6500
    @jfalk6500 Před 7 měsíci

    I gotta say I really enjoy your monogatari style editing, it's very satisfying and fun

  • @EndlessNameless5
    @EndlessNameless5 Před 8 měsíci

    Awesome video! I will share with my students that are learning to use Fourier transform

  • @SomeRandomPiggo
    @SomeRandomPiggo Před 9 měsíci

    Awesome video! The Fourier transform is so useful

  • @ashtonmadsen9278
    @ashtonmadsen9278 Před 8 měsíci

    Ahhhh! Do another ocean simulation! I want to see how far you can take this! By far the best real time I’ve ever seen