Fluid simulation(SPH) and water rendering in Unreal Engine 5 Niagara(GPU simulation stage)
Demo : https://www.youtube.com/watch?v=EEXcR8ROdnM
Note : This repository is not associated with "Niagara Fluids"(Epic's official plugin). This is another implementation and uses SPH.
Computational Order : In this implementation, the computational order is O(N^2) because we are using a full search to compute the interaction. If we optimize the nearest neighbor search, this could be reduced to O(NlogN).
・Matthias Müller et al, "Particle-based fluid simulation for interactive applications", ACM SIGGRAPH/Eurographics symposium on Computer animation, 2003
https://dl.acm.org/doi/10.5555/846276.846298
・Doyub Kim, "Fluid Engine Development", A K Peters/CRC Press, 2017
https://www.amazon.co.jp/-/en/Doyub-Kim-ebook/dp/B01MRDA6S8
・Indie Visual Lab, "Unity Graphics Programming Vol.1", 2017
https://indievisuallab.github.io/
・monguri / UE4NiagaraSandbox
https://github.com/monguri/UE4NiagaraSandbox
・Unreal Engine 4 Content Examples (Niagara Advanced map)
https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/
・Screen Space Fluid Rendering for Games - Nvidia
https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf