A fully GPU-accelerated terrain erosion simulator built in Python using the WebGPU (wgpu) compute pipeline. Terrain is represented as a multi-layer stack — bedrock, gravel, and sand — encoded in packed 24-bit fixed-point GPU textures and evolved entirely on the GPU.
Sim:
Virtual pipes hydraulic erosion — 8-way flux fields drive water and sediment transport across the landscape in real time
Multi-layer stratigraphy — independent erosion, transport, and deposition rates for rock, gravel, and sand
Thermal erosion — slope-driven granular collapse redistributes loose material toward the angle of repose
Stochastic rainfall — PSRD 3D noise-driven rainfall seeding with live toggle and intensity control
Jet/sheet flow splitting — waterfall dynamics with jet impact erosion distinct from shallow overland sheet flow
Live renderer — GPU-side vertex displacement renders the evolving terrain and water surface in real time, with bilinear sim-texture reconstruction and proper sRGB material textures