A full 3D smoke volume, simulated and rendered on your GPU. A compute shader advects a 64³ density field while a raymarching shader draws it — orbit the camera to see it from any angle.
GPU 3D Fluid Studio (WebGPU)Live
3D advection + volume raymarch
Controls
A 64³ smoke volume, simulated and raymarched on your GPU. Drag to orbit the camera.
Data Inspector
Backendstarting…
Volume64³
Voxels262,144
FPS—
Runs locally in your browser — free forever. Scale to the cloud when reality gets heavy.
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How it works
Two GPU stages run every frame: a WGSL compute shader advects a 64³ (262,144-voxel) density field through a swirling velocity field, and a fragment shader casts a ray through the volume for every pixel, accumulating density front-to-back to render volumetric smoke with an orbit camera. This is real-time GPU volume simulation and rendering together — the kind of thing that normally needs a native graphics toolkit.
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Ask the AI about this model
The math, the assumptions, real-world uses, or a code translation — explained for this exact simulation.
Is this 3D GPU fluid simulation tool really free?▾
Yes. GPU 3D Fluid runs entirely in your browser using your device's own compute, so local use is free forever. You only pay Compute Tokens if you scale a job to the cloud.
Do I need to install anything?▾
No. Everything runs client-side in a modern browser — no downloads, no license, no account required to start.
Can I save or share my simulation?▾
Create a free account to save projects, and use a shareable embed or minted DOI to publish a live, interactive version anywhere.
How accurate are the results?▾
The solver uses established numerical methods, but results are for research and educational purposes and should be validated against experiment or professional review before you rely on them.