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  • Projects
    • Cthulhu and Me
    • GPU Flocking
    • Race Day
    • Spline Tool
    • Abyssal Hunters
    • Project: HERO
    • Procedural Geometry
    • Dragon Boat Origins
    • OpenGL Environment
  • Blog Posts
    • Ultrakill Frame Analysis
    • Anisotropic A* Pathfinding
  • Resume
  • Contact
  • More
    • Projects
      • Cthulhu and Me
      • GPU Flocking
      • Race Day
      • Spline Tool
      • Abyssal Hunters
      • Project: HERO
      • Procedural Geometry
      • Dragon Boat Origins
      • OpenGL Environment
    • Blog Posts
      • Ultrakill Frame Analysis
      • Anisotropic A* Pathfinding
    • Resume
    • Contact

Projects

Blog Posts

Resume

Contact

GPU Flocking

Responsibilities

  • Implemented the flocking algorithm such that it calculates boids on the GPU using compute shaders to save performance

  • Reduced performance to be able to calculate the position and velocity thousands of boids simultaneously while maintaining a stable 60 FPS

  • Implemented instanced rendering of boids so they work with vertex shader animations created in shader graph

GPU Flocking

This project was my final project for an intermediate graphics and animation programming. Our goal was to create an environment with fish that were flocking and make it look like a painting via a kuwahara filter. 

Platform

Windows


Developers

Victor Diab, compute shader flocking algorithm

Benjamin Trudell, vertex shader animations

Isabel Rowland, kuwahara filter


Technology

Unity, C#, and HLSL


Duration

3 weeks

victor.diab@mymail.champlain.edu
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