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.Â
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