Voxel-Based Physically Simulated Particle System for Realistic Smoke Effects With Responsive Interaction to Dynamic Objects
Qixuan“ Kayson” LIANG
Software Development
Voxel-Based Physically Simulated Particle System for Realistic Smoke Effects With Responsive Interaction to Dynamic Objects
My project was inspired by the dynamic smoke effects in Counter-Strike 2. By integrating ray marching for volumetric rendering, the Flood Fill algorithm for efficient smoke propagation, and a bounding volume hierarchy for collision detection, the system I developed delivers realistic, responsive behavior. It sustains 60 FPS while managing over 10,000 particles across various hardware configurations to enable dynamic, realtime smoke simulation for interactive applications.
I chose this project because I’ m a passionate Counter-Strike player, am impressed by the new dynamic smoke technology, and because CPU-GPU interaction and multi-data memory management are crucial in today’ s video game industry.
Through my work, I gained knowledge in areas such as memory management strategies, GPU multithreading with compute shaders, noise-based density fields, and ray marching. During optimization, I learned effective data compression and memory management techniques, which will be invaluable in my future career.
This entire project took me nearly 350 hours to complete, the majority of which was spent learning and implementing new techniques. Combining these methods in a single project was challenging, but I successfully finished it, significantly expanding my expertise in volumetric rendering and fueling my evolving passion for this field.
76 SOFTWARE DEVELOPMENT