Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd 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
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Porous flow in particle-based fluid simulations
ACM SIGGRAPH 2008 papers
A hardware processing unit for point sets
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Predictive-corrective incompressible SPH
ACM SIGGRAPH 2009 papers
Interactive SPH simulation and rendering on the GPU
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fast GPU-Based fluid simulations using SPH
PARA'10 Proceedings of the 10th international conference on Applied Parallel and Scientific Computing - Volume 2
Corotated SPH for deformable solids
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Scaling large-data computations on multi-GPU accelerators
Proceedings of the 27th international ACM conference on International conference on supercomputing
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In this paper, we present a Smoothed Particles Hydrodynamics(SPH) implementation algorithm on Multi-GPU which is used for physics-based interactive fluid animations by the parallel framework. We employ the SPH method of a particle-based pure Lagrangian approach to discretize Navier-Stockes equation for diverse fluid animations. In order to simulate the incompressibility of liquid to the utmost extent while assuring numerical stability of the system, we use a improved Tait equation to compute pressure. For low computational expense of each simulation step, combining the characteristics between the CPU and GPU, we introduce index sort neighborhood search method which uses CUDA architecture and eliminates GPU memory overhead and saves searching time. In order to get some vivid and interactive fluid effects, we apply an image spaced method to capture the refractive effect and an adaptive method to generate the caustic map for each light. The implementation has been highly optimized to the point where a scaled simulation can run in real-time with CUDA. On the Multi-GPU platform, we obtain good acceleration and high quality rendering effect. In the conclusion, we demonstrate the quality and performance of our method for animating different scale and scene fluid interactive experiments.