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Interactive Simulation of Water Surfaces (SBGames 2010 short paper)

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Proposed by Jan Mróz

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Description

This catalog entry lists a free PDF from the SBGames 2010 computing short-paper track on sbgames.org under the title Interactive Simulation of Water Surfaces. The brief positions it as advanced reference material on real-time water surface simulation techniques suitable for games, alongside stylised ocean shader work.

Game water rendering at this level usually combines a dynamic height field or wave model with shading and interaction. A widely cited foundation with the same title is Miguel Gomez's Game Programming Gems chapter, which discretises the 2D wave equation on a grid: each texel stores height and velocity, neighbor heights drive restoring forces, and Euler integration updates the surface each frame. GPU water talks often reference that lattice formulation when explaining ripple simulation.

Readers already comfortable with shader math and physically motivated approximations will get the most from this topic. It pairs naturally with Jerry Tessendorf's ocean course notes and FFT or Gerstner approaches when you need large open water rather than local interactive ripples.

Access is a direct PDF download from the symposium proceedings mirror; no registration is required. Format in the database is Talk because the source is conference literature rather than a blog or video series.

The Gomez chapter is widely regarded in game graphics references, while this specific SBGames 2010 listing is less visible in public indexes than flagship ocean notes.