This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
An improved implementation of my CASA 2013 paper "Real‐time generation of smoothed‐particle hydrodynamics‐based special effects in character animation" (https://onlinelibrary.wiley.com/doi/abs/10.1002/cav.1545). Particle emissions from the surface of mesh. The emitters are approximatively uniformly distributed by taking the advantage of quad tessellations. The fluid is simulated by SPH using my prefix-sum bin sorting.
Repository of a grass simulation featuring geometric grass rendering, dynamic LOD with billboard grass, wind simulation and collision detection. Developed for my bachelor thesis.