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Smoothed Particle Hydrodynamics Unity

Very basic implementation of realtime fluid simulation using the SPH algorithm.

File Breakdown

  • 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 SPH
  • SPH.cs - Controls the SPH Compute Shader
  • FluidRayMarching.cs - Controls the Ray Marching Compute Shader

YouTube Explanation

https://youtu.be/zbBwKMRyavE

WIP

  • Adding refraction & transparency to visuals
  • Adding physical interaction between a rigidbody & water

Version 3

Simple Lego Renderer for the Fluid Simulation based on this video https://youtu.be/LrEHoaq6QFE (feat/lego-renderer)

fluid-2

Version 2

Optimized SPH with 32,000+ particles using Dynamic Hashed Grid (feat/optimization)

fluid

Version 1

Contains basic ray marching & very un-optimized SPH.

sph-demo

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