This real-time fluid simulation on a sphere powered by WebGPU builds on matsuoka_601’s previous MLS-MPM-based ocean simulation, sharing many of its key features, including Moving Least Squares Material Point Method implemented based on nialltl’s article and Screen-Space Fluid Rendering described in GDC 2010 slide used for real-time rendering of the fluid.
It works seamlessly in browsers that support WebGPU, including Chrome, Edge, and Safari. Here’s a look at how it performs on the developer’s iPad Air 3:
Try this water ball in your browser by clicking this link and visit the GitHub repository for more information.
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