A Unity, compute shader-based implementation of the Finite Difference Time Domain (FDTD) method for simulation of elastic waves in solids. The simulation allows multiple materials, multiple sources, and any arbitrary geometry - including realtime mesh importing.
Since the simulation is run purely on the GPU, it can render the result in real-time. This is performed using two different volumetric rendering methods - the Direct Volume Method and the Maximum Intensity Projection.
- Assimp - Used for runtime model loading
- Unity Simple File Browser - Runtime file browser
- Unity Mesh Importer - Examples of Assimp use in C#
- G3 Sharp - Used for signed distance fields, bitmaps, mesh voxelization
- Outline Effect - Rendering outline effects
- Rendering
- FDTD Implementations