
The system implements Jerry Tessendorf's FFT-based ocean simulation model, computing statistically realistic wave patterns from wind parameters using the Phillips spectrum. The entire computation pipeline runs on Unity's Burst-compiled Job System, dividing the workload into 13 specialized parallel jobs that process wave synthesis, displacement mapping, and surface normal generation concurrently.

Core Mathematical Framework:
Adaptive Quadtree Rendering - Hierarchical level-of-detail system dynamically subdivides the ocean surface based on camera distance, rendering nearby waves at full detail while optimizing distant water. Custom edge-stitching with 16 mesh configurations eliminates cracks between LOD boundaries.
VR-Optimized Pipeline - Single-pass stereo rendering, reduced shader complexity for VR, and aggressive frustum culling specifically tuned for wide FOV headsets. Distance-based quality scaling maintains visual fidelity while ensuring consistent frame timing.
Physically-Based Shading - Multi-layer rendering with subsurface scattering approximation, Fresnel-based reflections, and hierarchical normal mapping. Seamless integration of ocean-scale waves with high-frequency detail normals.
Production-Ready - Configurable 128×128 to 512×512 FFT resolution, real-time parameter tweaking, smooth environment transitions, and comprehensive wind control system. Fully compatible with Unity's Universal Render Pipeline.
Unity 6000.0.41 LTS | Burst Compiler | Job System | URP | HLSL | C# | FFT | Parallel Computing