Strange Attractor

Platform: PCVR

Engine: Unity

Code Editor: JetBrains Rider

 

This is a Compute shader driven instanced indirect rendered Lorenz strange attractor.

 

It uses a compute shader to move the cubes in a compute buffer based on a Lorenz strange attractor. The cubes are rendered with DrawMeshInstancedIndirect which means that the rendering is fully GPU side. As a result, everything is kept on the GPU avoiding the CPU-GPU back and forth.

 

Since everything stays on the GPU, it is capable of rendering 420,000 cubes with a lit Shader Graph shader at 80 fps on an Oculus Rift S.

History:

I built this demo for my first client as a freelancer.

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