A Network Architecture Supporting Consistent Rich Behavior in Collaborative Interactive Applications
IEEE Transactions on Visualization and Computer Graphics
Free and shape-controlled flows of smoke
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Implementing an embedded GPU language by combining translation and generation
Proceedings of the 2006 ACM symposium on Applied computing
Efficient animation of water flow on irregular terrains
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Animating physically based explosions in real-time
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Multi-Level Graph Layout on the GPU
IEEE Transactions on Visualization and Computer Graphics
Large calculation of the flow over a hypersonic vehicle using a GPU
Journal of Computational Physics
Out-of-order execution for avoiding head-of-line blocking in remote 3D graphics
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
Hydrometra simulation for VR-based hysteroscopy training
MICCAI'05 Proceedings of the 8th international conference on Medical image computing and computer-assisted intervention - Volume Part II
Dynamic grid refinement for fluid simulations on parallel graphics architectures
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Recent progress and challenges in exploiting graphics processors in computational fluid dynamics
The Journal of Supercomputing
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In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary from a 3D scene with solid clipping, making the computation run on GPU despite of the complexity of the whole geometry scene. Then by grouping the voxels into different types according to their positions relative to the obstacles and locating the voxel that determines the value of the current voxel, we modify the values on the boundaries according to the boundary conditions. Secondly, more compact structure in data packing with flat 3D textures is designed at the fragment processing level to enhance parallelism and reduce execution passes. The scalar variables including density and temperature are packed into four channels of texels to accelerate the computation of 3D Navier-Stokes Equations (NSEs). The test results prove the efficiency of our method, and as a result, it is feasible to run middle-scale problems of 3D fluid dynamics in an interactive speed for more general environment with complex geometry on PC platform.