GPU Particles

This project is the result of a real time graphics course I took in winter semester 2018. We were tasked to create an automatically running demo scene and I implemented a massive particle system (>4 mio.) with inter particle-forces in OpenGL without the use of compute shaders. For the beginning I simulated a computation-heavy explosion vector field in an offline fluid simulation, which I then was able to use in a 3d texture for the initial particle advection. The scene is complemented by a lightmap based illumination system that reacts to the music, and omnidirectional shadow mapping.