Example renders testing work I've been doing lately on ocean sim tools integration in blender (original code from houdini ocean toolkit).
I've used the ocean baking feature to save displacement and accumulated foam masks out to openexr sequences, and rendered in 3delight with my blender->3delight exporter.
Wrote a custom ocean shader, supporting dielectric behaviour (reflection, refraction, absorption), a few other ad-hoc things and also foam masks/texture maps. Also took the opportunity to hook up support for 3delight's point based subsurface scattering, and made a shader that uses it for the icebergs. Additional comp tweaks in blender's compositor.