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Tag Archive for glslshaderfft

Purpose of Multiple Passes in the FFT

I am currently working on implementing a version of Jerry Tessendorf’s Ocean waves, and right now, I’m dealing with the inverse FFT. I wanted to implement the algorithm on my own to try to gain an understanding, and I opted to do so on the GPU since that is where the data will be read by the vertex shader. Therefore, I’m using a compute shader to perform the calculation.