Guillaume Boissé's Procedural Ocean Updated

This time, the developer added adaptive tessellation to the project.

Graphics Coder at AMD Guillaume Boissé, who has also worked on the company's soon-to-be-revealed method for real-time global illumination, unveiled a new and updated version of the Procedural Ocean project, demonstrated by the developer back in early June.

This time, the developer managed to add adaptive tessellation to the project that breaks the plane into 128x128 chunks of vertices. According to the creator, the vertices are organized into a quadtree hierarchy, and "the best node is selected based on camera distance to maintain a roughly constant projected size per tri."

In case you missed it, the first iteration of this procedural ocean was showcased by Guillaume back in June 2022. The project is powered by Ocornut’s code and is based on a noise function that’s evaluated multiple times as different octaves and re-evaluated per pixel to obtain high-resolution normals.

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