This document provides an overview of ocean rendering techniques using Fast Fourier Transforms (FFT). It discusses how games and movies like Assassin's Creed, Crysis, and Titanic simulate ocean water through an FFT-based spectrum representation. The FFT is used to compute the discrete Fourier transform and its inverse to transform between frequency and time domains. Grid sizes of 128-512 are common. Ocean shading considers reflection and refraction using Fresnel equations. Level of detail is achieved through a top-down projected grid for consistent near-far resolution without artifacts.