Realtime ripple system is a procedural Ripple generator I made for Japan Olympic skating performance.
I built a versatile ripple generator in Unity which interacts with sound, spotlight, body tracking and midi signals in real-time. Ripple effects change while music or choreography data (retrieved from performers' tracking device) progress. Ripple categories differentiate between different tracking IDs.
The highly flexible data management on CPU sewed to procedural ripple renderer on GPU compute shader enabled fast interaction and onsite instant updates.
Made with C#, compute shader and HLSL in Unity.