Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Smoothed particles: a new paradigm for animating highly deformable bodies
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 1999 conference on Graphics interface '99
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interaction of fluids with deformable solids: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
The simulation of fluid-rigid body interaction
ACM SIGGRAPH 2002 conference abstracts and applications
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
GPU accelerated SPH particle simulation and rendering
ACM SIGGRAPH 2007 posters
An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Constraint-based simulation of interactions between fluids and unconstrained rigid bodies
Proceedings of the 25th Spring Conference on Computer Graphics
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
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Natural phenomena simulation, such as water and smoke, is a very important topic to increase real time scene realism in video-games. However, the computational fluid simulation is an expensive task since we must numerically solve the Navier-Stokes equations. Additionally, an immersing simulation requires interaction between the flow and the objects in the scene, increasing even more the computational work. In this paper we propose an heterogeneous multicore CPU and GPU scalable architecture for fluid simulation with two-way interaction with solid objects. We also show the impact of this architecture over GPU and CPU bounded simulations and present results that can reproduce complex fluid behavior in real time applications like games.