GPU

WebGL Point Cloud Sandbox

UPDATE – 08 NOVEMBER 2016 I got some time to optimize my native WebGL FBO engine and turn a few parameters into UI controls.

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.

Black Hole 0.1

I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors. Here you can see how it’s running in real-time in Unity. There is a little frame drop due to video recording but the output is still OK. My graphic card is a Nvidia GTX 590 with 1024 CUDA cores.

GPU SkinnedMesh Instancing

Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.

SuperNova 0.1

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.

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.

Katana Particle System

Here is a short demo of my last gpu development involving particles and physics. 

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, …

C++ Kinect Experience

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