lumoslab-innovation/3d-lab-skills/threejs-spectral-ocean

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Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, stylized above/below surface ocean optics, choppy displacement, spectral derivatives, Jacobian whitecaps, temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.

Install

npx vskill@latest install lumoslab-innovation/3d-lab-skills/threejs-spectral-ocean

SKILL.md

Spectral Ocean

Treat an ocean as a sampled stochastic wave field with explicit frequency-space ownership. Do not approximate this target with a pile of Gerstner waves, scrolling normal maps, or unrelated foam noise.

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 before implementing or auditing a spectral ocean.

Read the spectral cascade ocean system 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 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 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.

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.
  • Keep a deterministic seed and fixed-camera capture for comparisons.

Route elsewhere

  • Use $threejs-water-optics for bounded water, screen-space refraction, depth thickness, shoreline absorption, and analytic wave surfaces.
  • Add $threejs-procedural-vfx only when crest spray or interaction splashes are required.
  • Add $threejs-visual-validation for cross-seed, temporal, and GPU evidence.

Source: Scott Sun, MIT. Adapted by LumosLab: example assets remain linked to pinned upstream source; skill instructions and references are bundled. See LICENSE.

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