SMU Guildhall Graduate Catalog 2021 — Cohort 29 2021 | Page 96

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Spencer McKean
Software Development
Realistic Ocean Rendering and Simulation
Drawing inspiration from the game Sea of Thieves by Rare , my thesis sought to make a highly realistic ocean simulation that was accurate both in behavior and appearance . Over the course of nine months , I explored different methods for simulating waves , experimented with different ways to achieve a realistic looking water surface using DirectX 11 ’ s shader pipeline , and ultimately discovered the minute intricacies of how ocean water behaves .
Throughout the process , I discovered that the most effective way to simulate waves was the same method that Rare used in Sea of Thieves , the use of the Fast Fourier Transform . This method is used in the statistical modeling of ocean waves and by making adjustments to allow for simulation at interactive speeds .
With many different variables to define behavior and appearance , the simulation allowed for the creation of unique and complex water surfaces . On top of this was the need for additional in-depth rendering techniques . Using the Fresnel equations to simulate the reflectivity and transmissivity , the surface immediately started to look like water .
While exploring the topic , I realized that there was more to gain from this undertaking than just the experience with water simulations . As games become more realistic , I believe there will be more of a need to implement real world math in games , with each implementation having its unique problems . Through my experience exploring the topic of wave simulations , I will be better equipped for the future of game development .
96 SOFTWARE DEVELOPMENT