Very basic implementation of realtime fluid simulation using the SPH algorithm.
Raymarching.compute
: A Compute Shader used for the Ray-marching (simplified version from Sebastian Lague)SPHComputeShader.compute
: A Compute Shader running SPH w/ various kernels that operate on different segments of SPHSPH.cs
- Controls the SPH Compute ShaderFluidRayMarching.cs
- Controls the Ray Marching Compute Shader
- Adding refraction & transparency to visuals
- Adding physical interaction between a rigidbody & water
Simple Lego Renderer for the Fluid Simulation based on this video https://youtu.be/LrEHoaq6QFE (feat/lego-renderer
)
Optimized SPH with 32,000+ particles using Dynamic Hashed Grid (feat/optimization
)
Contains basic ray marching & very un-optimized SPH.