- Add high-res waves attached to vessel (path). Can reuse current patch interpolation with a transform input. - Integrate visualization of waves and multiple bodies. - Potential problem with interpolation of normalized angles. OK for non-normalized angles. Require that for now. - Improve visuals. The watershader is a just a distorted flat mirror. Improving on it may (almost) require raytracing. I could try correcting the distortions a bit, according to the waves. (Would probably need to disable the trimming of the frustum.) - Optimize if necessary, maybe utilize GLSL. generateCoeffs is a candidate for GPU parallelization. And so is the evaluation of patch interpolation. - experiment with generating vessel fluctuations from ocean states. - Add terrain from CSV too. (Or maybe JSON, with texture, trees etc..) Ocean floor, and partial transparency of water. Maybe distance fog (does it affect scene.background?) - Dekomponering: Jeg heller mot å la høyoppløsnings-signalet få alt innenfor den indre sirkelen. Ved overlapp mellom sirkler bør fordelingen avhenge av oppløsning, frekvens og kanskje avstand. Generelt vil romoppløsning og frekvens samsvare. - Do some tests with height field water, including interaction with vessels. - Off-topic: If I fix the old demo and add illusory motion again, that can probably be made to look better by using texture.offset.x (and y).