Real-Time Fluid and Smoke Simulation in DirectX 11: GPU-based fluid simulation and volumetric smoke rendering using HLSL and DirectX
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Description
This book is for C++ developers and graphics programmers who want to implement real-time fluid and smoke simulation using DirectX 11 and HLSL compute shaders.
Learn how to build GPU-based fluid simulation, implement volumetric rendering (ray marching), and understand core algorithms behind real-time effects.
Covers 2D/3D fluid simulation, GPGPU acceleration, and practical rendering techniques with real DirectX 11 code examples.
Key features:
・Step-by-step fluid simulation
・GPU acceleration (compute shaders)
・2D/3D fluid algorithms
・Volumetric rendering (smoke, fire)
・DirectX 11 implementation
・Advanced techniques (MacCormack, buffers)
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