@SebastianLague
  @SebastianLague
Sebastian Lague | Coding Adventure: Compute Shaders @SebastianLague | Uploaded 5 years ago | Updated 4 days ago
In this coding adventure I learn about compute shaders by creating a very simple raytracer. I then try use what I've learned to speed up my erosion simulation from the previous episode.

If you're enjoying these videos and would like to support me in creating more, you can become a patron here:
https://www.patreon.com/SebastianLague

The project is available here:
(updated version) https://github.com/SebLague/Hydraulic-Erosion
(version at time of this video) https://github.com/SebLague/Hydraulic-Erosion/tree/Coding-Adventure-E02

Raytracing article:
http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/

Compute shader resources I used:
https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/
http://kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html
https://docs.unity3d.com/Manual/class-ComputeShader.html

Music:
"Le Grand Chase"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Coding Adventure: Compute ShadersCoding Adventure: Optimizing a Ray Tracer (by building a BVH)Coding Adventure: Ray MarchingCoding Adventure: Atmosphere[Unity] Procedural Planets (E04: multiple noise filters)How Do Computers Remember?[Unity] Procedural Planets (E02 settings editor)Coding Adventure: Marching Cubes[Ludum Dare #43] The Resistance: Behind the ScenesI Ran a Chess Programming Tournament, Heres How it Went![Unity] Procedural Planets (E06: simple biomes)[Unity] Procedural Planets (E07: ocean depth)

Coding Adventure: Compute Shaders @SebastianLague