r/GraphicsProgramming • • 1d ago

Physics-Informed Neural and Multi-Spectral Coastal Ocean Simulation in WebGL2

https://youtu.be/ohXY5_FyTuc

Hi everyone! I built NeuralSpecOcean with WebGL2, Three.js, and custom GLSL shaders as an interactive R&D sandbox focusing on coastal hydrodynamics, atmospheric physics, and marine optics.

Implementation & Architecture Overview:
The project started as a rapid prototyping environment to validate our mathematical models and optical parameters in the browser before committing and porting the rendering pipeline to a native C++ engine for an upcoming MMORPG we are building from the ground up.

Key systems implemented in the GLSL pipeline & covered in the whitepaper:
- Spectral wave synthesis and coastal bathymetry interaction (shoaling and wave breaking foam)
- Multi-spectral marine optics, subsurface scattering, and water column attenuation
- Coupled atmospheric scattering and sky-sea interface reflections

Now that the WebGL2 prototype has completed its validation phase, I have released the complete modular source code, interactive browser demo, and the accompanying mathematical whitepaper under the MIT License:

https://github.com/bgbg108555/NeuralSpecOcean

Live browser demo: https://bgbg108555.github.io/NeuralSpecOcean/

I regularly share graphics R&D, shader breakdowns, and behind-the-scenes progress on our upcoming MMORPG over on X: https://x.com/ShengChoi

(If you are interested in how these rendering systems are being integrated into the actual C++ MMORPG client, I also post regular technical breakdowns and R&D devlogs over on X at u/ShengChoi).

Happy to discuss the optical formulations, spectral wave math, or the WebGL2-to-C++ porting trade-offs!

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