Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th 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
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
An Introduction to the Conjugate Gradient Method Without the Agonizing Pain
An Introduction to the Conjugate Gradient Method Without the Agonizing Pain
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Adaptive mesh refinement for hyperbolic partial differential equations
Adaptive mesh refinement for hyperbolic partial differential equations
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Real-Time 3D Fluid Simulation on GPU with Complex Obstacles
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
An improved study of real-time fluid simulation on GPU: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Linear algebra operators for GPU implementation of numerical algorithms
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Local adaptive mesh refinement for shock hydrodynamics
Journal of Computational Physics
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Enhanced view-dependent adaptive grid refinement for animating fluids
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Adaptive grid refinement using view-dependent octree for grid-based smoke simulation
MIG'11 Proceedings of the 4th international conference on Motion in Games
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We present a physically-based fluid simulation with dynamic grid refinement on parallel SIMD graphics hardware. The irregular and dynamic structure of an adaptive grid requires sophisticated memory access patterns as well as a decomposition of the problem for parallel processing and the distribution of tasks to multiple threads. In this paper, we focus on the representation and management of the dynamic grid on the graphics device for an efficient parallelization of the advection step and the iterative solving of the Poisson equation. In order to achieve high performance, we utilize the hardware's capabilities like fast cache access and trilinear filtering. Furthermore, expensive data transfer between host and device is minimized to avoid a major bottleneck. We report results on the inherent overhead of the dynamic grid compared to an equivalent Cartesian grid. In addition, a visual simulation of smoke is presented with radiosity-based illumination and volume ray casting at interactive frame rates.