Deep Wave

DeepWave was a middleware that simulated behavior of objects when on water (partially or fully).

Water was described as a mesh for full control, and the object didn't require any meta data except for densities.

It would use the GPU to do all the calculations for realistic movement, minimizing any type of GPU/CPU and GPU/GPU sync points.

For a sophisticated scene (more than 250k points in the water mesh, and more than 256k vertices in the submerged mesh), it would take less than 2 ms of GPU time to compute on a PS4.

The demo framework used native cross-platform C++ and ran on the PC, XBox One and PS4, and we were developing the Unreal Engine 4 integration when the project was abandoned.

In this project, I did most of the programming of the graphics renderer, and helped with implementation and optimization of the shaders (graphics and compute)