Key Features
- GPU-accelerated fluid simulation
- 2D Stable Fluids
- 3D Stable Fluids
- Grass + wind simulation
- Volume rendering
Description
This was my submission for extra credit on a class project in CSCI 5611: Animation & Planning in Games. The goal of this extra credit was to create a realistic 2D fluid simulation by implementing the Stable Fluids simulation described in Jos Stam's infamous paper. I took it a step further by running my simulation entirely on the GPU via compute shaders, allowing for an extremely high resolution real-time simulation.
Demo
Other Applications
I recently revisited this project, utilizing it to drive a wind simulation across millions of grass blades generated procedurally on the GPU.
I also expanded the simulation to 3D, producing the following result:
Tools Used
Assets: Computer Model
Languages: C#, HLSL
Software: Unity