Very nice. In the 1990s, when I was doing Softimage physics plug-ins, I met the guy who did the first good water surface shader. The first application was <i>Waterworld</i>, which was such an awful movie the reputation rubbed off on his plug-in. Then he sold some to <i>Titanic</i>, and the business improved.<p>(Add-ons for Softimage were a crappy business. "400 people chasing $4M in revenue", one Softimage rep told me.)
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“You know it’s hard for me to go to the beach nowadays,” she said. “When I’m there, I’m looking at how foam dissipates, at how the water recedes back into the ocean, the cadence and the rhythm of the little breaks. I’m looking at how the beach itself is modeled to create the reef breaks, how the light affects the water, the clarity of the water itself, the colors. There’s just a million things going through my head.”
"""<p>Yup. Once a graphics nerd ... always a graphics nerd. This is me looking at everything.
CNET did an in depth video last year that I think does a better job without the fluff.<p><a href="https://www.youtube.com/watch?v=S-HG8IA-2TI" rel="nofollow">https://www.youtube.com/watch?v=S-HG8IA-2TI</a>
Along similar lines there was a fascinating video about modelling different types of snow for Frozen which goes into some detail about the Material Point Method (MPM) algorithms:<p><a href="https://www.youtube.com/watch?v=O0kyDKu8K-k" rel="nofollow">https://www.youtube.com/watch?v=O0kyDKu8K-k</a>