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Heya.
I think about 10 years ago at Sigraph '90 a paper was published on simulating water that uses what appears to be a similar system to yours? If I remember right, it was using a simple vertex mesh like in the wireframe view, but each vertex was spring laden vertically to give it harmonic motion and transfered some of it's "energy" each update to the surrounding 8. Works well provided the waveforms don't get too short as to cause huge spikes.
Hmm, regarding other techniques, there's also a few papers on the web regarding this other thing called the "Navier-Stokes equasion" - it's used for resolving uncompressible fluids as "voxels" of water - maybe you could find some stuff to in there to help you out? It allows you to simulate overlapping, splashing, pouring and collapsing waves - pretty much physically perfect but it's very expensive processor wise..
Also - maybe you could speed up your simulation data by rendering a simple mesh over the top, using each column as a center vertex for a plain mesh as opposed to using nurbs?
As for the normal question, you can generate your normals on a vertex by vertex basis, by finding the normal of the plane generated by that Vertex, VertexRight, and VertexDown. (if you get that?) - It's not perfectly accurate and you can't get normals for the Right and Bottom edges of vertexs, but it'll give you a nicely shaded surface.
Anyways, good luck with the Thesis work dude - always great to see shiny IOTDs =)
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