Fluids through Marching Cube algorithm

3 comments

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:

GDC2006
http://http.download.nvidia.com/developer/presentations/2006/gdc/2006-GDC-DX10-Practical-Metaballs.pdf

CPU approach
http://wiki.unity3d.com/index.php?title=MetaBalls

GPU Gems
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html

QFluids through Marching Cube algorithm

3 comments

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  • Krokozor - December 10, 2014 reply

    Whow it’s a magic

  • Theo Muller - March 17, 2015 reply

    Truly beautiful!

  • admirer - February 29, 2016 reply

    Fantastic! Please consider sharing this, by selling it or putting it on the asset store?

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