Ocean Wave Generation in Rhino

For large bodies/deep water, it still isn’t practical to simulate the entire volume as particles, even with any acceleration techniques. If the surface can be treated as a heightfield it can be much more efficient.

I found this work really nice:

and here a slightly older simpler approach:

For splashing/breaking waves, heightfields alone aren’t enough, but there has also been some interesting work on combining grid based volumetric simulation with particles for the surface layer.