Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
The result is not bad, still heavy with a high definition lattice but it can be managed in a small area with a good FPS (120-150 here).
Physics is fully processed on GPU with my early build of Katana Particle System.
http://www.cornflex.org/?p=1124
Isosurface and Marching Cube algorithms are not an easy subject but I found interesting articles and I ported some C++ sources (DirectX10) from Nvidia to Unity (DirectX11). Here are some links:
CPU approach
http://wiki.unity3d.com/index.php?title=MetaBalls
GPU Gems
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
3 comments
Join the conversationKrokozor - December 10, 2014
Whow it’s a magic
Theo Muller - March 17, 2015
Truly beautiful!
admirer - February 29, 2016
Fantastic! Please consider sharing this, by selling it or putting it on the asset store?