Features
Realtime simulation and rendering ( 140+FPS on GTX 680M )
Extended Boids simulation on GPU ( Shoal size: 256)
View frustum based neighbors
Probe based environment avoidance
Edge & corner collision bug of Probe avoidance fixed by introducing smooth curved surface
Height field water simulation on GPU (grid size: 256x256)
Interactive fish ( Flee away from mouse click on water surface)
Interactive water ( Add droplet based on click position )
Dynamic Caustic ( Cast dynamic caustic on pool and fish)
Shoal Data Visualization: Fish color is mapped to its speed
Advanced Water Rendering:
Highly plausible refraction and reflection
Dynamic caustic on pool and fish
Dynamic shadow on pool and fish
Glow effect
Translucent rendering
Realtime user interaction with system
Aquarium
Implementation aspects
Visual Studio 2013
DirectX 11 API
DXUT framework
HLSL with C++
DirectCompute (compute shader)
Vertex Shader, Geometry Shader, Pixel Shader used for GPU implementation