Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
by
Hong, Min
, Waseem, Muhammad
in
Algorithms
/ Efficiency
/ Fluid dynamics
/ Fluid mechanics
/ fluid simulation
/ Geospatial data
/ GPU parallel processing
/ Methods
/ Optimization
/ Physics
/ position-based dynamics
/ real-time Physics
/ Simulation
/ Simulation methods
/ smoothed particle hydrodynamics
/ spatial computing
/ Visualization
/ Visualization (Computers)
2025
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
by
Hong, Min
, Waseem, Muhammad
in
Algorithms
/ Efficiency
/ Fluid dynamics
/ Fluid mechanics
/ fluid simulation
/ Geospatial data
/ GPU parallel processing
/ Methods
/ Optimization
/ Physics
/ position-based dynamics
/ real-time Physics
/ Simulation
/ Simulation methods
/ smoothed particle hydrodynamics
/ spatial computing
/ Visualization
/ Visualization (Computers)
2025
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
by
Hong, Min
, Waseem, Muhammad
in
Algorithms
/ Efficiency
/ Fluid dynamics
/ Fluid mechanics
/ fluid simulation
/ Geospatial data
/ GPU parallel processing
/ Methods
/ Optimization
/ Physics
/ position-based dynamics
/ real-time Physics
/ Simulation
/ Simulation methods
/ smoothed particle hydrodynamics
/ spatial computing
/ Visualization
/ Visualization (Computers)
2025
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
Journal Article
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
2025
Request Book From Autostore
and Choose the Collection Method
Overview
Large-scale particle-based fluid simulations present significant computational challenges, particularly in achieving interactive frame rates while maintaining visual quality. Unity3D’s widespread adoption in game development, VR/AR applications, and scientific visualization creates a unique need for efficient fluid simulation within its ecosystem. This paper presents a GPU-accelerated Smoothed Particle Hydrodynamics (SPH) framework implemented in Unity3D that effectively addresses these challenges through several key innovations. Unlike previous GPU-accelerated SPH implementations that typically struggle with scaling beyond 100,000 particles while maintaining real-time performance, we introduce a novel fusion of Count Sort with Parallel Prefix Scan for spatial hashing that transforms the traditionally expensive O(n²) neighborhood search into an efficient O(n) operation, significantly outperforming traditional GPU sorting algorithms in particle-based simulations. Our implementation leverages a Structure of Arrays (SoA) memory layout, optimized for GPU compute shaders, achieving 30–45% improved computation throughput over traditional Array of Structures approaches. Performance evaluations demonstrate that our method achieves throughput rates up to 168,600 particles/ms while maintaining consistent 5.7–6.0 ms frame times across varying particle counts from 10,000 to 1,000,000. The framework maintains interactive frame rates (>30 FPS) with up to 500,000 particles and remains responsive even at 1 million particles. Collision rates approaching 1.0 indicate near-optimal hash distribution, while the adaptive time stepping mechanism adds minimal computational overhead (2–5%) while significantly improving simulation stability. These innovations enable real-time, large-scale fluid simulations with applications spanning visual effects, game development, and scientific visualization.
Publisher
MDPI AG
Subject
This website uses cookies to ensure you get the best experience on our website.