1. Introduction & Hands-on Setup
Building upon the wave equations established in Part 1, this article delivers production-ready JavaScript and GLSL Shader code for both Canvas 2D CPU and WebGL GPU pipelines.
2. Implementing Hugo Elias Algorithm on Canvas 2D
Includes double-buffered TypedArray buffer allocation, ripple excitation dropAt(), neighborhood Laplacian solver processRipples(), and image displacement rendering.
3. Implementing WebGL GPU UV Displacement Shaders
Demonstrates full GLSL Fragment Shader source code applying radial cos(k·r - ω·t) traveling wave equations to perform hardware-accelerated UV texture sampling distortion.
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