diff --git a/external/imgui/Fonts/Apache License.txt b/external/imgui/Fonts/Apache License.txt
new file mode 100644
index 0000000000000000000000000000000000000000..989e2c59e973a05cfbfe9de678b7f2af777b0713
--- /dev/null
+++ b/external/imgui/Fonts/Apache License.txt	
@@ -0,0 +1,201 @@
+Apache License
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+
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\ No newline at end of file
diff --git a/external/imgui/Fonts/DroidSansMono.ttf b/external/imgui/Fonts/DroidSansMono.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..a007071944f7c90020e798eea53b10065e2b45a5
Binary files /dev/null and b/external/imgui/Fonts/DroidSansMono.ttf differ
diff --git a/external/imgui/Fonts/Roboto-Black.ttf b/external/imgui/Fonts/Roboto-Black.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..58fa175b563ef12256e211fc0e9a400b2a426ef5
Binary files /dev/null and b/external/imgui/Fonts/Roboto-Black.ttf differ
diff --git a/external/imgui/Fonts/Roboto-Regular.ttf b/external/imgui/Fonts/Roboto-Regular.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..2d116d920580367caf6a179155f344ede856bf31
Binary files /dev/null and b/external/imgui/Fonts/Roboto-Regular.ttf differ
diff --git a/src/FluidSimulation.cpp b/src/FluidSimulation.cpp
index 3e1fc47ea53abffe9dca96155a7e66189c0e7b5f..e1fec92dee890635bca69c597ac3b9f4aa1657c3 100644
--- a/src/FluidSimulation.cpp
+++ b/src/FluidSimulation.cpp
@@ -9,7 +9,14 @@ namespace FluidSimulation {
 
     FluidSimulation::FluidSimulation(int numParticles)
         : m_numParticles(numParticles), m_numBoundaryParticles(0),
-          m_vbo_particles(0), m_vbo_boundary(0), m_timeStep(0) {
+          m_vbo_particles(0), m_vbo_boundary(0), m_timeStep(0) 
+    {
+        m_smoothingRadius = h_H;
+        m_particleMass = h_PARTICLE_MASS;
+        m_restDensity = h_REST_DENSITY;
+        m_viscosity = h_VISCOSITY;
+
+        m_simulationStepsPerFrame = 2;
     }
 
     FluidSimulation::~FluidSimulation() {
@@ -19,6 +26,33 @@ namespace FluidSimulation {
         glDeleteBuffers(1, &m_vbo_boundary);
     }
 
+    void FluidSimulation::Reset()
+    {
+        // Creaet new fluiid particles
+        std::vector<float3> h_positions(m_numParticles);
+        std::vector<float3> h_velocities(m_numParticles);
+        float gridSpacing = 0.5 * m_smoothingRadius;
+        initParticles(h_positions, h_velocities, m_numParticles, gridSpacing);
+    
+        FluidSimulationGPU::resetSimulation(
+            h_positions.data(), h_velocities.data(), m_numParticles);
+    }
+
+    void FluidSimulation::ResetFluidParameters()
+    {
+        m_smoothingRadius = h_H;
+        m_particleMass = h_PARTICLE_MASS;
+        m_restDensity = h_REST_DENSITY;
+        m_viscosity = h_VISCOSITY;
+        updateConstants();
+    }
+
+    void FluidSimulation::updateConstants() {
+    // Send updated parameters to CUDA
+        FluidSimulationGPU::updateConstantsOnDevice(
+            m_particleMass, m_restDensity, m_viscosity, m_smoothingRadius);
+    }
+
     void FluidSimulation::initSimulation() {
         // Upload constants to the GPU
         FluidSimulationGPU::initializeConstants();
@@ -26,7 +60,7 @@ namespace FluidSimulation {
         // Initialize fluid particles
         std::vector<float3> h_positions(m_numParticles);
         std::vector<float3> h_velocities(m_numParticles);
-        float gridSpacing = 0.5 * h_H;
+        float gridSpacing = 0.5 * m_smoothingRadius;
         initParticles(h_positions, h_velocities, m_numParticles, gridSpacing);
 
         // Initialize particle device arrays
@@ -43,7 +77,7 @@ namespace FluidSimulation {
         std::vector<float3> boundary_positions;
         std::vector<float3> boundary_normals;
         int boundaryLayers = 1;
-        float spacing = 0.5 * h_H; // Using 0.01 as per your code
+        float spacing = 0.5 * m_smoothingRadius; // Using 0.01 as per your code
 
         createBoundaryParticles(boundary_positions, boundary_normals, boundaryLayers, spacing);
         m_numBoundaryParticles = boundary_positions.size();
@@ -63,7 +97,7 @@ namespace FluidSimulation {
     }
 
     void FluidSimulation::updateSimulation() {
-        for (int i = 0; i < 2; ++i) {
+        for (int i = 0; i < m_simulationStepsPerFrame; ++i) {
             FluidSimulationGPU::updateParticles(0.001);
         }
     }
diff --git a/src/FluidSimulationApp.cpp b/src/FluidSimulationApp.cpp
index 6371eddcb2897524026dabc64cb9dc658cc44cb6..62c9fb8e63418fa43cc4b2e83f1ccaec85e40fae 100644
--- a/src/FluidSimulationApp.cpp
+++ b/src/FluidSimulationApp.cpp
@@ -27,6 +27,8 @@ namespace FluidSimulation {
 
         m_fluidRenderer->setVBOs(m_fluidSimulation->getParticleVBO(), m_fluidSimulation->getBoundaryVBO());
 
+        m_updatePhysics = true;
+
         //m_fluidRenderer->init();
         std::cout << "FluidSimulatorApp created with settings: "
                   << appSettings->width << "x" << appSettings->height << std::endl;
@@ -38,23 +40,140 @@ namespace FluidSimulation {
         std::cout << "FluidSimulatorApp destroyed!" << std::endl;
     }
 
-    // Render function
-    void FluidSimulatorApp::Render() {
-        // Render fluid simulation to FBO
+    void FluidSimulatorApp::FluidParameterControl()
+    {
+        float buttonWidth = ImGui::GetContentRegionAvail().x;
+        
+        ImGui::Spacing();
 
-        m_fluidSimulation->updateSimulation();
-        m_fluidRenderer->renderFrame(
-            m_fluidSimulation->getParticleCount(),
-            m_fluidSimulation->getBoundaryParticleCount()
-        );
+        // Collapsible Panel for Fluid Simulation Parameters
+        if (ImGui::CollapsingHeader("Fluid Parameters", ImGuiTreeNodeFlags_DefaultOpen))
+        {
+            static bool autoUpdate = false; // Auto-update toggle
+            static float particleMass = m_fluidSimulation->getParticleMass();
+            static float restDensity = m_fluidSimulation->getRestDensity();
+            static float viscosity = m_fluidSimulation->getViscosity();
+            static float smoothingRadius = m_fluidSimulation->getSmoothingRadius();
+
+            // Full-width sliders
+            ImGui::PushItemWidth(-1); // Make sliders take up the full available width
+
+            // Particle Mass
+            ImGui::Text("Particle Mass");
+            ImGui::SliderFloat("##ParticleMass", &particleMass, 0.01f, 0.1f, "%.3f");
+
+            // Rest Density
+            static int restDensityInt = static_cast<int>(restDensity);
+            if (ImGui::SliderInt("##RestDensity", &restDensityInt, 500, 1500, "%d", ImGuiSliderFlags_AlwaysClamp))
+            {
+                restDensityInt = (restDensityInt / 20) * 20;
+                restDensity = static_cast<float>(restDensityInt);
+            }
+            // Viscosity
+            ImGui::Text("Viscosity");
+            ImGui::SliderFloat("##Viscosity", &viscosity, 0.01f, 0.1f, "%.3f");
+
+            // Smoothing Radius
+            ImGui::Text("Smoothing Radius");
+            ImGui::SliderFloat("##SmoothingRadius", &smoothingRadius, 0.1f, 1.0f, "%.2f");
+
+            ImGui::PopItemWidth(); // Restore default width
+
+            ImGui::Spacing();
+
+            ImGui::Checkbox("Auto Update", &autoUpdate);
+
+            // Only show "Apply" button if Auto Update is disabled
+            if (!autoUpdate)
+            {
+                if (ImGui::Button("Apply", ImVec2(buttonWidth, 0)))
+                {
+                    m_fluidSimulation->setParticleMass(particleMass);
+                    m_fluidSimulation->setRestDensity(restDensity);
+                    m_fluidSimulation->setViscosity(viscosity);
+                    m_fluidSimulation->setSmoothingRadius(smoothingRadius);
+
+                    // Update constants on the CUDA device
+                    m_fluidSimulation->updateConstants();
+                }
+            }
+            else
+            {
+                // Auto-update enabled; immediately apply changes
+                m_fluidSimulation->setParticleMass(particleMass);
+                m_fluidSimulation->setRestDensity(restDensity);
+                m_fluidSimulation->setViscosity(viscosity);
+                m_fluidSimulation->setSmoothingRadius(smoothingRadius);
+
+                // Update constants on the CUDA device
+                m_fluidSimulation->updateConstants();
+            }
+
+            if (ImGui::Button("Reset Parmeters", ImVec2(buttonWidth, 0)))
+            {
+                m_fluidSimulation->ResetFluidParameters();
+
+                particleMass = m_fluidSimulation->getParticleMass();
+                restDensity = m_fluidSimulation->getRestDensity();
+                viscosity = m_fluidSimulation->getViscosity();
+                smoothingRadius = m_fluidSimulation->getSmoothingRadius();
+                static int restDensityInt = static_cast<int>(restDensity);
+            }
+
+        }
+
+    }
+
+    void FluidSimulatorApp::RenderControlPannel()
+    {
+        
+        // Move control to app laters
+        ImGui::Begin("Controls");
+
+        float buttonWidth = ImGui::GetContentRegionAvail().x;
+        if (ImGui::Button(m_updatePhysics ? "Pause" : "Play", ImVec2(buttonWidth, 0)))
+        {
+            m_updatePhysics = !m_updatePhysics;
+        }
+
+        if (ImGui::Button("Reset", ImVec2(buttonWidth, 0))) {
+            //m_updatePhysics = false;
+            m_fluidSimulation->Reset();
+        }
+
+        ImGui::Separator();
+
+        static int stepsPerFrame = m_fluidSimulation->getSimulationStepsPerFrame();
+
+        // Full-width sliders
+        ImGui::PushItemWidth(-1); // Make sliders take up the full available width
+
+        // Particle Mass
+        ImGui::Text("Simulation steps/frame");
+        if (ImGui::SliderInt("##SimpulationStepsPereFramee", &stepsPerFrame, 1, 8, "%d"))
+        {
+            m_fluidSimulation->setSimulationStepsPerFrame(stepsPerFrame);
+        }
+
+        ImGui::PopItemWidth();
+
+        FluidParameterControl();
 
-        /*
-        // Render ImGui controls
-        ImGui::Begin("Fluid Simulation Controls");
-        ImGui::Text("Adjust simulation parameters here.");
-        // Add sliders, buttons, etc., to control the simulation
         ImGui::End();
-        */
+
+    }
+
+    void FluidSimulatorApp::RenderFluidView()
+    {
+        // Render fluid simulation to FBO
+        if (m_updatePhysics)
+        {
+            m_fluidSimulation->updateSimulation();
+            m_fluidRenderer->renderFrame(
+                m_fluidSimulation->getParticleCount(),
+                m_fluidSimulation->getBoundaryParticleCount()
+            );
+        }
         
         // Display FBO texture in ImGui window
         ImGui::Begin("Simulation");
@@ -65,6 +184,14 @@ namespace FluidSimulation {
         ImGui::Image((ImTextureID)(uintptr_t)m_fluidRenderer->getFBOTexture(), availableSize, ImVec2(0, 1), ImVec2(1, 0)); // Flip Y-axis
 
         ImGui::End();
+
+    }
+
+    // Render function
+    void FluidSimulatorApp::Render() {
+        
+        RenderControlPannel();
+        RenderFluidView();
     }
 
     // Factory function
diff --git a/src/MainGUI.cpp b/src/MainGUI.cpp
index 58d3a0fff673df869d679ddeb457748089a2539d..00c5226c5af2a00f35e141432a66912f272e7579 100644
--- a/src/MainGUI.cpp
+++ b/src/MainGUI.cpp
@@ -98,6 +98,13 @@ int main(int argc, char** argv) {
     // Optional: Enable Multi-Viewport / Platform Windows
     // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
 
+    io.Fonts->AddFontDefault();
+    ImFont* mainFont = io.Fonts->AddFontFromFileTTF("../external/imgui/Fonts/Roboto-Regular.ttf", 16.0f);
+    if (mainFont != nullptr) {
+        io.FontDefault = mainFont;
+    } else {
+        fprintf(stderr, "Failed To Load Font \n");
+    }
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     // ImGui::StyleColorsClassic();
@@ -146,12 +153,6 @@ int main(int argc, char** argv) {
         // Render Applicatiion Here
         fluidSimulator->Render();
 
-        // Move control to app laters
-        ImGui::Begin("Controls");
-
-        ImGui::Text("Fluid Simulation Parameters");
-
-        ImGui::End();
         // Render ImGui
         //imguiManager.render();
         ImGui::Render();
diff --git a/src/cuda/include/init_cuda.h b/src/cuda/include/init_cuda.h
index 16b185f904eecc617cb4a4e80a63fd6acd7f4ef2..a55477664ee353afc6a5198e76a61149978297f0 100644
--- a/src/cuda/include/init_cuda.h
+++ b/src/cuda/include/init_cuda.h
@@ -24,6 +24,19 @@ void cleanupDeviceArrays();
 // Perform a one-time neighborhood search for static boundary particles
 void boundaryNBSearch(int numBoundaryParticles);
 
+void resetSimulation(
+    const float3* h_positions,
+    const float3* h_velocities,
+    int numParticles
+);
+
+void updateConstantsOnDevice(
+    float particleMass,
+    float restDensity, 
+    float viscosity, 
+    float smoothingRadius
+);
+
 } // namespace FluidSimulationGPU
 
 #endif // INIT_CUDA_H
diff --git a/src/cuda/init_cuda.cu b/src/cuda/init_cuda.cu
index 9c8630bbac0f26525ddedae68faf186dbaf5faca..b5b629e08fb5c5c192ae59684bcd96d1790cb6a6 100644
--- a/src/cuda/init_cuda.cu
+++ b/src/cuda/init_cuda.cu
@@ -8,6 +8,7 @@
 #include <cuda_runtime.h>
 #include <cuda_gl_interop.h>
 #include <device_launch_parameters.h>
+#include <cstdio>
 
 namespace FluidSimulationGPU {
 
@@ -240,6 +241,68 @@ void boundaryNBSearch(int numBoundaryParticles) {
     // Move some of above init code for boundary to seeparate function
 }
 
+void resetSimulation(
+    const float3* h_positions,
+    const float3* h_velocities,
+    int numParticles
+)
+{
+    cudaMemcpy(d_velocities, h_velocities, numParticles * sizeof(float3), cudaMemcpyHostToDevice);
+    
+    // Initialize positions_pred to initial positions
+    cudaMemcpy(d_positions_pred, h_positions, numParticles * sizeof(float3), cudaMemcpyHostToDevice);
+
+    // Map the VBO resource
+    cudaError_t err = cudaGraphicsMapResources(1, &cuda_vbo_resource, 0);
+    if (err != cudaSuccess) {
+        fprintf(stderr, "Failed to map VBO resource: %s\n", cudaGetErrorString(err));
+        return;
+    }
+
+    // Check if d_positions is already assigned
+    if (d_positions == nullptr) {
+        size_t num_bytes = 0;
+
+        // Get the mapped pointer for positions
+        err = cudaGraphicsResourceGetMappedPointer((void**)&d_positions, &num_bytes, cuda_vbo_resource);
+        if (err != cudaSuccess) {
+            fprintf(stderr, "Failed to get mapped pointer: %s\n", cudaGetErrorString(err));
+            cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0);
+            return;
+        }
+    }
+
+    // Copy new positions to the mapped pointer
+    err = cudaMemcpy(d_positions, h_positions, numParticles * sizeof(float3), cudaMemcpyHostToDevice);
+    if (err != cudaSuccess) {
+        fprintf(stderr, "Failed to copy new positions: %s\n", cudaGetErrorString(err));
+    }
+
+    // Unmap the VBO resource
+    err = cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0);
+    if (err != cudaSuccess) {
+        fprintf(stderr, "Failed to unmap VBO resource: %s\n", cudaGetErrorString(err));
+    }
+}
+
+void updateConstantsOnDevice(float particleMass, float restDensity, float viscosity, float smoothingRadius) {
+    // Recalculate derived constants
+    float h_H2 = smoothingRadius * smoothingRadius;
+    float h_POLY6_CONST = 315.0f / (64.0f * h_PI * powf(smoothingRadius, 9));
+    float h_SPIKY_GRAD_CONST = -45.0f / (h_PI * powf(smoothingRadius, 6));
+    float h_VISC_LAP_CONST = 45.0f / (h_PI * powf(smoothingRadius, 6));
+
+    // Send constants to CUDA device
+    cudaMemcpyToSymbol(PARTICLE_MASS, &particleMass, sizeof(float));
+    cudaMemcpyToSymbol(REST_DENSITY, &restDensity, sizeof(float));
+    cudaMemcpyToSymbol(VISCOSITY, &viscosity, sizeof(float));
+    cudaMemcpyToSymbol(H, &smoothingRadius, sizeof(float));
+    cudaMemcpyToSymbol(H2, &h_H2, sizeof(float));
+    cudaMemcpyToSymbol(POLY6_CONST, &h_POLY6_CONST, sizeof(float));
+    cudaMemcpyToSymbol(SPIKY_GRAD_CONST, &h_SPIKY_GRAD_CONST, sizeof(float));
+    cudaMemcpyToSymbol(VISC_LAP_CONST, &h_VISC_LAP_CONST, sizeof(float));
+}
+
 // Cleanup device arrays
 void cleanupDeviceArrays()
 {
@@ -271,6 +334,7 @@ void cleanupDeviceArrays()
     cudaFree(d_boundaryCellStart);
 
     cudaFree(d_sum_gradW2);
+
 }
 
 
diff --git a/src/include/FluidSimulation.h b/src/include/FluidSimulation.h
index 81cfe839081bbe609d66b993f7ee395ed7742960..a63ba6a7483ddd75e00b30456fa5178a12405605 100644
--- a/src/include/FluidSimulation.h
+++ b/src/include/FluidSimulation.h
@@ -16,17 +16,43 @@ namespace FluidSimulation {
 
         float m_timeStep;
 
+        float m_particleMass;
+        float m_restDensity;
+        float m_viscosity;
+        float m_smoothingRadius;
+        int m_simulationStepsPerFrame;
+
     public:
         FluidSimulation(int numParticles);
         ~FluidSimulation();
 
         void initSimulation();  // Initialize simulation resources
         void updateSimulation();  // Update particles using CUDA
+        void Reset();
+
         GLuint getParticleVBO() const { return m_vbo_particles; }
         GLuint getBoundaryVBO() const { return m_vbo_boundary; }
 
         int getParticleCount() const { return m_numParticles; };
         int getBoundaryParticleCount() const { return m_numBoundaryParticles; };
+        
+        void updateConstants();
+
+        float getParticleMass() { return m_particleMass; }
+        float getRestDensity() { return m_restDensity; }
+        float getViscosity() { return m_viscosity; }
+        float getSmoothingRadius() { return m_smoothingRadius; }
+
+        int getSimulationStepsPerFrame() { return m_simulationStepsPerFrame; };
+        
+        void setParticleMass(float particleMass) { m_particleMass = particleMass; };
+        void setRestDensity(float restDensity) { m_restDensity = restDensity; };
+        void setViscosity(float visocisty) { m_viscosity = visocisty; };
+        void setSmoothingRadius(float smoothRadius) { m_smoothingRadius = smoothRadius; };
+    
+        void setSimulationStepsPerFrame(int steps) { m_simulationStepsPerFrame = steps; };
+
+        void ResetFluidParameters();
     };
 
 }
diff --git a/src/include/FluidSimulationApp.h b/src/include/FluidSimulationApp.h
index b7e083c144be3fa6e9f1fe265883f6bca79bab3e..8d2c41fb48f3f9b0ca4b2f885bbbcc78b65122e7 100644
--- a/src/include/FluidSimulationApp.h
+++ b/src/include/FluidSimulationApp.h
@@ -21,7 +21,13 @@ namespace FluidSimulation
         Camera* m_camera;
         FluidRenderer* m_fluidRenderer;
         FluidSimulation* m_fluidSimulation;
-
+         
+        bool m_updatePhysics;
+    
+        void RenderControlPannel();
+        void RenderFluidView();
+        void FluidParameterControl();
+    
     public:
         FluidSimulatorApp(appSettings* appSettings);
         ~FluidSimulatorApp();