Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D

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초록

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(n(2)) 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.

키워드

fluid simulationGPU parallel processingposition-based dynamicsreal-time Physicsspatial computingsmoothed particle hydrodynamicscompute shaderUnity3D
제목
Moving Towards Large-Scale Particle Based Fluid Simulation in Unity 3D
저자
Waseem, MuhammadHong, Min
DOI
10.3390/app15179706
발행일
2025-09
유형
Article
저널명
APPLIED SCIENCES-BASEL
15
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