Toggle light / dark theme

Particle-Simulated Foam In Custom C++ Coastal System

Leonard Saalfrank, also known as OMYOG, has showcased a custom C++ coastal renderer created as a one-week rendering challenge, exploring real-time shoreline rendering, shallow-water simulation, and GPU-driven visual effects.

The project builds on his earlier water-rendering work for Ferocious and expands it with shallow-water waves, GPU-driven breaking waves, and particle-based foam supporting up to 300K GPU particles.

Above is a render handling over 6 million triangles across all passes, using 8K textures at 2K resolution, running at around 250 FPS on an RTX 4,090 Laptop GPU with GPU profiling enabled. Without capture and profiling overhead, performance reportedly increases to around 300 FPS.

Leave a Comment

Lifeboat Foundation respects your privacy! Your email address will not be published.

/* */