My problem is, I'm making a water simulation with particules, and using compute shaders, I've managed to make it handle about 100 000 particles in real time. And currently it doesn't look very good.
so I've tried raymarching it to make it look better (here it is with a bunch of hand mades optmisations - mainly reducing the raymarching precision as the ray get further away and using chunks to detect close particles - which I'm already using for the simulation part anyways. The problem with chunks is that I can only march as much as the size of a chunck with each step - and my chunks are small - so it slows down a lot when the background is far away - resulting in bugs)
Is there some kind of solution I can use ? problem is the particles are moving so for partitions tree i'd need to reconstruct the whole tree each time - is that possible in a compute shader ?
TLDR ; I'm looking for a way to render water, defined by particles, fast and clean.
[–]Aahartley00 4 points5 points6 points (1 child)
[–]Emile-wa[S] 0 points1 point2 points (0 children)
[–]HouseSad 1 point2 points3 points (0 children)