GPU particle synchronization onsite integration
(drastic full-range coupling)
(fruit flies coupling)
(far range natural coupling)
(fast spiral coupling)
(noise tornado coupling)
Kuramoto Synchronization close-up
2. Grouping map: A mini system through shader to control grouping behaviors of particles.
A: Interactive coupling map
B: Base Kuramoto synchronization layer
A+B: Coupling map controlled sychronization
Resources:
https://en.wikipedia.org/wiki/Kuramoto_model
http://go.owu.edu/~physics/StudentResearch/2005/BryanDaniels/intro.html
https://www.nationalgeographic.com/animals/article/watch-how-mexican-fireflies-s
This is a fireflies inspired GPU particle synchronization Engine for Teamlab worldwide exhibitions which can also be adapted to simulate other grouping behaviors.
I adapted synchronization math and coupling behavior into a GPU based pipeline ensuring millions of real-time fireflies interact with: each other, sound and human motion. It was experienced by hundreds of thousands of people in gigantic interactive installations across the globe including SF, Tokyo and Shanghai.
System written in C#, compute shader, HLSL in Unity.
Features:
1. Synchronization patterns: creates desired syncing modes by simple parameters adjustment.
2. Grouping map: A mini system through shader to control grouping behaviors of particles.
3. Secondary sync map control: An interactive layer on top of synchronization system to control sync range and spreading speed.