OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
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Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
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Photon mapping on programmable graphics hardware
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Particle-based fluid simulation for interactive applications
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive collision detection between deformable models using chromatic decomposition
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Fast and reliable collision culling using graphics hardware
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GI-COLLIDE: collision detection with geometry images
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A Particle System for Interactive Visualization of 3D Flows
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Glift: Generic, efficient, random-access GPU data structures
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Porous flow in particle-based fluid simulations
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A point-based method for animating incompressible flow
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Hybrid smoothed particle hydrodynamics
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Dynamic point-region quadtrees for particle simulations
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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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Large scale particle-based fluid simulation is important to both the scientific and computer graphics communities. In this paper, we explore the effectiveness of implementing smoothed particle hydrodynamics on the streaming architecture of a GPU. A dynamic quadtree structure is proposed to accelerate the computation of inter-particle forces. Our method readily extends to higher dimensions without undue increase in memory or computation costs. We show that a GPU implementation runs nearly an order of magnitude faster than our CPU version for large problem sizes.