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Water Engine

The goal of this project is to create a small mesh/material viewer that also includes realistically rendered water. This engine is implemented using physically based rendering and IBL. Meshes and/or materials will be viewable above an ocean-like plane with waves simulated using FFT, in addition to IBL and ray-traced reflections of the viewed mesh.

Additionally, I'm looking to add rendering techniques like:

  • Parallax occlusion mapping & self-shadowing
  • Shadow mapping
  • DLSS/DLAA
  • Anything else that's often found in modern engines

It will be built off of the water shading logic I wrote here, but improved.

The overall goal is to learn as much as possible. lesgo

Showcase

03-09-2026

  • Parallax mapping was not working previously, several bugs in shader relating to displacement calculation that are now fixed.
  • Working now, but current method insufficient for the high-frequency paving stones texture, shown below. Will need POM.

Note the texture swimming at sharp angles: image

02-26-2026

  • Got parallax mapping supposedly working, though it's difficult to tell
  • Switched to parallax mapping with offset limiting
  • Next is POM (Parallax Occlusion Mapping, uses raymarching)
image

02-25-2026

  • Just got normal mapping working fully
  • Next is either parallax mapping or IBL stones overhead_bump

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