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

Published:11 December 2011Publication 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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    • Published in

      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

      Copyright © 2011 ACM

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      Publication History

      • Published: 11 December 2011

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