Fluids through Marching Cube algorithm


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.

QFluids through Marching Cube algorithm

Black Hole 0.1 to Newtonian Sandbox

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UPDATE 20-03-2017

I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.

QBlack Hole 0.1 to Newtonian Sandbox

SuperNova 0.1

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I was already fascinated by the power of stars when I was a little boy.
With Computer Graphics technology, I can now simulate at home what I always wanted to see and to play with.

QSuperNova 0.1

Wet Glass Shader


I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something realistic and quite light for the GPU.

QWet Glass Shader

GLSL Perlin Noise


Take a look to this small shader to simulate water waves. It is built with OpenGL C++ and GLSL and running entirely on GPU. I used some perlin noise algorithms from Ian McEwan. As it is a GLSL shader, it can run everywhere, in a native context, Unity, WebGL, …

QGLSL Perlin Noise

C++ Kinect Experience

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It’s 2 o’clock in the morning and I just finished a cool Cinder application.

After testing a C++ library using Microsoft Kinect SDK for some days, I got difficulties to match a Kinect skeleton on the camera image. But now, I think it’s quiet good and I made a tool to calibrate the device in every type of room. So…I built a simple particle emitter following the left hand of the kinect skeleton and put some gravity on it, with floor level.

Result is quite funny 🙂

QC++ Kinect Experience