During Winter 2023, I tried to implement fluid mechanics for a game idea that I had. Little did I know how complicated and fascinating it would be. I fell down a rabbit hole of computational fluid dynamics; and I'm still falling!
Here are some of the things I've made so far!
Over the summer of 2024, I attended a computational fluid dynamics workshop hosted by USC Center of Advanced Research Computing.
- Developed an Euler Equation solver on a structured grid using Numpy, optimized for parallel computing on USC’s supercomputer.
- Accelerated simulation speed by 300% through parallel GPU computing with CUDA Python.
Engineered a real-time smoothed particle hydrodynamics simulation with raymarched rendering techniques and real-time collision.
- Wrote a SPH compute shader in HLSL and implemented it in Unity's URP.
- My simulation doesn't have a very efficient ray marching implementation, and there is a lot of turbulence, but I'm planning on optimizing my simulation!
To gain experience with Houdini and their FLIP Solver, I made this small render!
- Learned how to use Houdini's FLIP Fluids to simulate fluid dynamics.
- Used Solaris to render fluids and glass.
- Used Logic Pro to design the sound effects.