Two-phase model incorporates interactions with air to facilitate realistic simulation of fluids Since the original hardcore gamers, a common dream has been to be able to simulate realistic water in games. Even today, most ocean waves in video games look like something on a turtle pond, because you need roughly 60 teraflops or more for realistic waves. This work is one step closer to the dream, requiring just two minutes to render on an ordinary workstation. For comparison, a decade ago it would require a week just to render a holographic still shot of anything, and my best guess is within five years we'll have much better water effects in video games. Reality is for those who watched the wrong cartoons, we want good artwork dammit!