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Real-time particle-based simulation on GPUs

Published:05 August 2007Publication History

ABSTRACT

As physical laws govern the motion of objects around us, a physically-based simulation plays an important role in computer graphics. For instance, the motion of a fluid, which is difficult to generate by hand, can be produced by solving the governing equations. Acceleration of a simulation is one of the most important research themes because the speed and stability of a simulation are essential for real-time applications.

References

  1. Müller, M., Charypar, D., and Gross, M. 2003. Particle-based fluid simulation for interactive applications. In Proc. of SIGGRAPH Symposium on Computer Animation, 154--159. Google ScholarGoogle ScholarDigital LibraryDigital Library
  1. Real-time particle-based simulation on GPUs

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '07: ACM SIGGRAPH 2007 posters
      August 2007
      197 pages
      ISBN:9781450318280
      DOI:10.1145/1280720

      Copyright © 2007 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 5 August 2007

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