Abstract
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.
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Keywords
- Smooth Particle Hydrodynamic
- Collision Detection
- Smooth Particle Hydrodynamic
- Graphic Hardware
- Geometry Image
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Hegeman, K., Carr, N.A., Miller, G.S.P. (2006). Particle-Based Fluid Simulation on the GPU. In: Alexandrov, V.N., van Albada, G.D., Sloot, P.M.A., Dongarra, J. (eds) Computational Science – ICCS 2006. ICCS 2006. Lecture Notes in Computer Science, vol 3994. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11758549_35
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DOI: https://doi.org/10.1007/11758549_35
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