3D sphere cloud simulation software for modeling particle based systems.
This software will allow the user to model massive dynamic particle based systems with fully programmable behavior.
Completed Tasks:
- Implemented a GPU based Parallel Linear Bounding Volume Hierarchy to accelerate simulation calculations and ray tracing capabilities using a rapid parallel onstruction algorithm in CUDA.
- Implemented sphere shaders which are able to rapidly draw millions of spheres from point primitives in a single draw call.
- Implemented simple kinematics that can simulate motion for 16 million objects each frame.
Completed but unused features:
- Implemented a ray tracer with the capability to rapidly calculate basic shadows and reflections and display the simulation model using CUDA, and OpenGL.
Current Task:
- Use the parallel bounding volume hierarchy to simulate collisions
Next Tasks:
- Use bounding volume hierarchy to simulate other types of physical systems.