This uses the vorton based simulation method described by Dr Michael Gourlay over at the Intel website. I've implemented the technique from scratch in C, using my own Octtree implementation and cutting corners like mad.
A Sparse Voxel Octtree with Phong Shading applied. Not mind blowing, but a solid foundation for further experiments.
win32: https://sites.google.com/site/danpburke/voxel.zip
github: https://github.com/burito/voxel
blog: http://danpburke.blogspot.com.au/2012/11/one-shiny-dragon.html
Requires a modern Nvidia card.
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https://www.youtube.com/watch?v=xW2YZBkk53I
This video shows the current iteration of my attempts at using MakeHuman models and Mocap data inside OpenGL in real-time. This particular code uses about 1% of my CPU, so I'm quite proud of it. You can read all of the gory details in the relevant post on my blog...
http://danpburke.blogspot.com/2011/03/opengl-vertex-buffer-objects.html
https://www.youtube.com/watch?v=FXP4zV7WrJs
A fluid simulation based very loosely from the writings of Dr. Michael J. Gourlay on the Intel website. This is an implementation of a tiny part of what he wrote, and I probably got it wrong.
http://www.mijagourlay.com/fluid
https://github.com/burito/fluid/tree/001f488df9a9d88824142b3991278bc0d13c1d36
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https://www.youtube.com/watch?v=1cV8exY75NE