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A SPH-based method for interactive fluids simulation on the multi-GPU

Published: 11 December 2011 Publication History

Abstract

In this paper, we present a Smoothed Particles Hydrodynamics(SPH) implementation algorithm on Multi-GPU which is used for physics-based interactive fluid animations by the parallel framework. We employ the SPH method of a particle-based pure Lagrangian approach to discretize Navier-Stockes equation for diverse fluid animations. In order to simulate the incompressibility of liquid to the utmost extent while assuring numerical stability of the system, we use a improved Tait equation to compute pressure. For low computational expense of each simulation step, combining the characteristics between the CPU and GPU, we introduce index sort neighborhood search method which uses CUDA architecture and eliminates GPU memory overhead and saves searching time. In order to get some vivid and interactive fluid effects, we apply an image spaced method to capture the refractive effect and an adaptive method to generate the caustic map for each light. The implementation has been highly optimized to the point where a scaled simulation can run in real-time with CUDA. On the Multi-GPU platform, we obtain good acceleration and high quality rendering effect. In the conclusion, we demonstrate the quality and performance of our method for animating different scale and scene fluid interactive experiments.

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Cited By

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  • (2020)Novel hierarchical strategies for SPH-centric algorithms on GPGPUGraphical Models10.1016/j.gmod.2020.101088(101088)Online publication date: Aug-2020
  • (2019)SWISHProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3300988(213-221)Online publication date: 17-Mar-2019
  • (2016)Flow behaviour over a 2D body using the moving particle semi-implicit method with free surface stabilisationInternational Journal on Interactive Design and Manufacturing (IJIDeM)10.1007/s12008-016-0338-z11:3(633-640)Online publication date: 5-Jul-2016
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    cover image ACM Conferences
    VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
    December 2011
    617 pages
    ISBN:9781450310604
    DOI:10.1145/2087756
    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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    Publication History

    Published: 11 December 2011

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    Author Tags

    1. SPH
    2. fluid simulation
    3. multi-GPU
    4. neighborhood searching

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    View all
    • (2020)Novel hierarchical strategies for SPH-centric algorithms on GPGPUGraphical Models10.1016/j.gmod.2020.101088(101088)Online publication date: Aug-2020
    • (2019)SWISHProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3300988(213-221)Online publication date: 17-Mar-2019
    • (2016)Flow behaviour over a 2D body using the moving particle semi-implicit method with free surface stabilisationInternational Journal on Interactive Design and Manufacturing (IJIDeM)10.1007/s12008-016-0338-z11:3(633-640)Online publication date: 5-Jul-2016
    • (2015)The multi-craft problemProceedings of the 48th Annual Simulation Symposium10.5555/2876341.2876358(124-129)Online publication date: 12-Apr-2015
    • (2013)Scaling large-data computations on multi-GPU acceleratorsProceedings of the 27th international ACM conference on International conference on supercomputing10.1145/2464996.2465023(443-454)Online publication date: 10-Jun-2013

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