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

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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 a continuation of 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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