{"ID":2847444,"CreatedAt":"2026-06-01T04:54:23.091178241Z","UpdatedAt":"2026-06-01T04:54:23.091178241Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2511.02852","arxiv_id":"2511.02852","title":"Real-Time Interactive Hybrid Ocean: Spectrum-Consistent Wave Particle-FFT Coupling","abstract":"Fast Fourier Transform-based (FFT) spectral oceans are widely adopted for their efficiency and large-scale realism, but they assume global stationarity and spatial homogeneity, making it difficult to represent non-uniform seas and near-field interactions (e.g., ships and floaters). In contrast, wave particles capture local wakes and ripples, yet are costly to maintain at scale and hard to match global spectral statistics.We present a real-time interactive hybrid ocean: a global FFT background coupled with local wave-particle (WP) patch regions around interactive objects, jointly driven under a unified set of spectral parameters and dispersion. At patch boundaries, particles are injected according to the same directional spectrum as the FFT, aligning the local frequency-direction distribution with the background and matching energy density, without disturbing the far field.Our approach introduces two main innovations: (1) Hybrid ocean representation. We couple a global FFT background with local WP patches under a unified spectrum, achieving large-scale spectral consistency while supporting localized wakes and ripples.(2) Frequency-bucketed implementation. We design a particle sampling and GPU-parallel synthesis scheme based on frequency buckets, which preserves spectral energy consistency and sustains real-time interactive performance.Together, these innovations enable a unified framework that delivers both large-scale spectral realism and fine-grained interactivity in real time.","short_abstract":"Fast Fourier Transform-based (FFT) spectral oceans are widely adopted for their efficiency and large-scale realism, but they assume global stationarity and spatial homogeneity, making it difficult to represent non-uniform seas and near-field interactions (e.g., ships and floaters). In contrast, wave particles capture l...","url_abs":"https://arxiv.org/abs/2511.02852","url_pdf":"https://arxiv.org/pdf/2511.02852v1","authors":"[\"Shengze Xue\",\"Yu Ren\",\"Jiacheng Hong\",\"Run Ni\",\"Shuangjiu Xiao\",\"Deli Dong\"]","published":"2025-10-31T05:03:21Z","proceeding":"eess.SP","tasks":"[\"eess.SP\",\"cs.GR\",\"cs.MM\"]","methods":"[]","has_code":false}
