JordanFisher/FragSharp
A C#-to-shader compiler targeting HLSL and GLSL intended for easy debugging of GPGPU code.
Repository for the paper, "Peristaltic pumping of a viscoelastic uid for large Weissenberg numbers and high occlusion."
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A C#-to-shader compiler targeting HLSL and GLSL intended for easy debugging of GPGPU code.
Repository for the paper, "A fast, robust, and non-stiff Immersed Boundary Method".
Repository for the paper, "Efficient solutions to robust, semi-implicit discretizations of the Immersed Boundary Method"
The latex repo for my PhD dissertation on an implicit Immersed Boundary method.