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Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system

Published: 19 February 2010 Publication History

Abstract

Fluid simulation is very important for the study of natural phenomena. Most of these phenomena could not be simulated computationally some years ago and for its study the research only had available the manual calculation of its govern equation or a small physical simulation of the phenomena to be studied. With the technology advance, most of these phenomena could be simulate even in real time coming out a new research field called Computational Fluid Dynamic (DFC) only to deal with it. Many researches in DFC use Graphics Processor Unity (GPU) to simulate fluids, forgiving the existence of the CPU, which became idle most time during the simulation. Due the presented fact, we propose a method for using GPU and CPU together during the fluid simulation. Fluid simulation in this work is based on Smoothed Particle Hydrodynamics (SPH), a mesh free Newtonian method for fluid simulation. Also, the rigid body and fluid interaction is dealt at triangle level, archiving more precise results.

Reference

[1]
Trapp, M., and Dollner, J. 2008. Real-time volumetric tests using layered depth images. In Eurographics 2008, The Eurographics Association, K. Mania and E. Reinhard, Eds., Eurographics, 235--238.

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  • (2020)Towards Animating Virtual Humans in Flooded EnvironmentsProceedings of the 13th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3424636.3426900(1-10)Online publication date: 16-Oct-2020
  1. Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system

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    cover image ACM Conferences
    I3D '10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
    February 2010
    201 pages
    ISBN:9781605589398
    DOI:10.1145/1730804

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 February 2010

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    Author Tags

    1. SPH
    2. fluid simulation
    3. particle collision

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    I3D '10
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    I3D '10: Symposium on Interactive 3D Graphics and Games
    February 19 - 21, 2010
    D.C., Washington

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    Overall Acceptance Rate 148 of 485 submissions, 31%

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    • (2020)Towards Animating Virtual Humans in Flooded EnvironmentsProceedings of the 13th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3424636.3426900(1-10)Online publication date: 16-Oct-2020

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