threejs-spectral-ocean
Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, coastal breakers, signed-distance coastlines, shallow-water swash films, wet-sand transitions, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.
Works with
--- name: threejs-spectral-ocean description: Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, coastal breakers, signed-distance coastlines, shallow-water swash films, wet-sand transitions, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation. license: MIT --- # Spectral Ocean Choose the representation that owns the requested view. Open-water sea states use explicit frequency-space ownership. A beach-level breaker view uses a coupled band-limited wave field, coast representation, swash state, foam history, and sand response. Do not reduce either target to scrolling normal maps or unrelated foam noise. ## Spectral build order 1. Define the sea-state spectrum and deterministic Gaussian seed. 2. Partition wavelengths into disjoint cascades. 3. Validate the inverse FFT independently with analytic inputs. 4. Generate and conjugate-pack the initial spectrum. 5. Evolve packed displacement and derivative fields in frequency space. 6. Inverse-transform every packed field with explicit inter-step barriers. 7. Assemble displacement, derivatives, and persistent Jacobian foam maps. 8. Shade from summed cascade displacement and derivatives. 9. Add sub-grid detail only below the resolved simulation bands. 10. Expose spectrum, height, slopes, Jacobian, and foam-history diagnostics. Read [references/spectral-cascade-ocean-system.md](references/spectral-cascade-ocean-system.md) before implementing or auditing a spectral ocean. Read [references/coastal-breaker-and-swash-ocean.md](references/coastal-breaker-and-swash-ocean.md) before implementing or auditing the water-to-wet-sand transition of a coastal breaker system. Read the [spectral cascade ocean system](examples/spectral-cascade-ocean/ocean-system.js) and its adjacent spectrum, FFT, material, and detail modules for the cascade, FFT, derivative, Jacobian, foam-history, and shading contracts. Its WebGL2 fragment-FFT backend is an explicit compatibility tier; preserve the production WebGPU/TSL architecture described in the reference when the target supports it. Read the [hybrid clear-water ocean material](examples/hybrid-clear-water-ocean/hybrid-ocean-material.js) when the target needs FFT displacement with authored long swell, clear shallow refraction, animated sand-bed caustics, Beer-Lambert color, shared sky reflection, side-aware above/below surface normals, GGX sun highlights, and foam diagnostics. Read the [stylized above/below ocean material](examples/stylized-above-below-ocean/stylized-ocean-material.js) when the target needs a stylized FFT ocean that can be inspected from both above and below the surface: height-gradient water color, sun-path glints, crest scatter, Jacobian foam, water-tinted seafloor caustics, and an underwater Beer-Lambert composite driven by scene depth. Read the [submerged Snell ocean system](examples/submerged-snell-ocean/underwater-snell-ocean.ts) when the camera must remain underwater beneath a WebGPU spectral surface: it provides exact water-to-air Fresnel with a derivative-filtered critical-angle mask, total internal reflection against a physically bright upwelling underside, an energy-conserving transmitted-sun lobe, forward projection of above-water structures into the window, shared HDR sky radiance, aquatic extinction and in-scatter, footprint-faded differential-area caustics, full-resolution god rays, suspended particulates, and the final HDR grade. Read the [coastal breaker ocean system](examples/coastal-breaker-ocean/coastal-breaker-ocean.js) when the defining view sits at the waterline: it provides deterministic band-limited gravity and capillary fields, a signed-distance mainland and island coast, coast-normal shallow-water swash chains, persistent breaker and film foam, camera-following warped geometry, wet-sand optics, and shared sky radiance. ## Spectral non-negotiable gates - Require a power-of-two grid and a passing FFT impulse/frequency test. - Keep cascade wavenumber intervals disjoint. - Derive normals from transformed derivatives, not a detached normal texture. - Detect breaking from the horizontal-displacement Jacobian. - Persist foam in simulation state; do not infer all foam anew per frame. - Submit FFT stages with the synchronization required by the active backend. - Share sun and sky parameters between the visible sky and ocean reflection. - Transport opposite-medium structures by FORWARD projection: rasterize their own vertices at their refracted screen positions. On an open interface, never trace a water pixel backward to a source screen position, and never gate transported radiance on whether a direction's vanishing point lands on screen. (A bounded pool seen only from air can still use the screen-space offset in `$threejs-water-optics`; an ocean whose camera changes medium cannot.) - Bracket a water-side crossing solve by the critical angle (`tan θc ≈ 1.1346` times the ray's own distance from the interface), not by the camera-to-source span. - Scale spectral LOD by PIXEL FOOTPRINT — `distance² · pixelAngle / heightGap` — and apply it to vertex displacement, derivatives, and every band that rides them. Fade each band to its own mean when the band is an albedo or radiance term. - Filter the critical-angle domain test over about one output pixel; never filter the interface normal itself to stabilize what is transported through it. - Gate the entire optical side from one camera-medium state; do not choose above/below behavior per triangle. - Terminate distant underwater sightlines with a safely submerged terrain rim; do not mask an empty seabed/ocean horizon with a view-aligned scattering layer. - Keep a deterministic seed and fixed-camera capture for comparisons. ## Coastal breaker gates - Keep coastline SDF, arclength tables, ribbon geometry, and swash columns in one coast contract; do not derive unstable column ordering from SDF gradients. - Hand offshore wave level into the coast-normal conserved-volume chain; a linear spring chain does not uniquely recover a flat free surface. - Persist both world-space breaker foam and coast-parameterized film foam. - Blend water, wet sand, and dry sand by the actual water column, not a detached shoreline decal. - Derive water normals from the same gravity/capillary fields that displace the surface, and derivative-filter sand normal detail at grazing distance. - Share sky radiance and sun direction between the visible surround and ocean reflection. - Keep the orbit camera above the terrain and use a fixed waterline camera for comparisons. ## Route elsewhere - Use `$threejs-water-optics` for bounded water, screen-space refraction, depth thickness, shoreline absorption, and analytic wave surfaces. Its screen-space refraction is valid there because the camera stays in air and the volume is bounded; it is not a substitute for this skill's forward projection across an open interface. - Add `$threejs-procedural-vfx` only when crest spray or interaction splashes are required. - Add `$threejs-visual-validation` for cross-seed, temporal, and GPU evidence.
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