PPolySim OS

GPU 3D Fluid

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

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.

Ask the AI about this model

The math, the assumptions, real-world uses, or a code translation — explained for this exact simulation.

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Frequently asked questions

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.