This talk, originally given at 4C Prague 2018 by Peter Sikachev (Senior Graphics Programmer), presents real-time fluid simulation used in Shadow of the Tomb Raider.

We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines.

You will also find below Peter's original presentation for this talk.