
Jennifer Liao

Fluid simulation
Position based dynamic(PBD), Unity
Goal
Implement state-of-the-art
(specifically fluid simulation(cloth, water, or hair), GPGPU/compute shader)
in Unity
Schedule
Aug 29, 2022 to Dec 9, 2022. 9 hours per week, 13 weeks.
Weekly Blog
Week one: Fresh start

Based on my goal, I research the recent Siggraph papers and decide to make this project. Hope it would a semester with joy and meaning!
Recall the content about particle simulation, implicit/explicit Euler method, Lagrangian /Eulerian approach.
Research the papers about PBD.
Read [Müller et al. 2006] Position Based Dynamics, [Macklin et al. 2013] Position Based Fluids.
Week Two: Recall
For week two, I read some projects on GitHub and recalled the knowledge to Unity Shader.
My project would consist of 3 parts
-
particle simulation(Algorithm part)
-
rendering the water(Shader part)
-
interacting with the water
This would be the work for the next 3 weeks
Week 3-4: Compute shader in unity & GPU Instancing
Compute shaders in Unity closely match DirectX 11 DirectCompute technology. As a start, I use texture coordinates as random seeds to build a noise texture.
Week 5: Compact hashing-based neighborhood search algorithm
There are many neighborhood searching algorithm