UI/Fluid Simulation

Unity/HLSL/C#
Shader Programming
Uni Assignment
Solo Project

During my final year at university, I completed a research project titled Harnessing compute shaders for the real-time simulation of physically accurate, high-energy fluid dynamics.

I created the compute shader for the fluid simulation in Unity using HLSL, and compared it to another type of fluid simulation I implemented, called a Eulerian simulation.

For the assignment, I also created an academic poster discussing the relative performance of each method. It can be found here.

Initially I also wrote up a research proposal document.

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