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.
- Becker, R., and Teschner, M. 2007. Weakly compressible sph for free surface flows. In Eurographics/ACM SIGGRAPH Symposium on Computer Animation, ACM, 66--72. Google ScholarDigital Library
- Becker, M., Ihmsen, M., and Teschner, M. 2009. Corotated sph for deformable solids. In Proceedings of Eurographics Workshop on Natural Phenomena. Google ScholarDigital Library
- Davis, S. T., and Wyman, C. 2007. Interactive refractions with total internal reflection. In Proceeding of Graphics Interface, ACM, 185--190. Google ScholarDigital Library
- Fang, J., Parriaux, A., and Rentschler, M. 2008. Improved sph methods for simulating free surface flows of viscous fluids. vol. 59.Google Scholar
- Fleissner, F., and Eberhard, P. 2007. Load balanced parallel simulation of particle-fluid dem-sph systems with moving boundaries. In In Proceedings.of Parallel Computing: Architectures, Algorithms and Applications, ACM, 37--44.Google Scholar
- Goswami, P., Schlege, P., and Solenthaler, B. 2010. Interactive sph simulation and rendering on the gpu. In Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 55--64. Google ScholarDigital Library
- Harris, M. 2004. Fast fluid dynamics simulation on the gpu. In GPU Gems, 637--665.Google Scholar
- Heinzle, S., Guennebaud, G., Botsch, M., and Gross, M. 2008. A hardware processing unit for point sets. In Proceedings of the 23rd SIGGRAPH/Eurographics Conference on Graphics Hardware, 21--31. Google ScholarDigital Library
- Ihmsen, M., Bader, J., and Akinci, G. 2011. Animation of bubbles with sph. In International Conference on Computer Graphics Theory and Applications GRAPP, 225--234.Google Scholar
- Krog, O., and Elster, A. 2010. Fast gpu-based fluid simulations using sph. In In Para 2010 State of the Art in Scientific and Parallel Computing. Google ScholarDigital Library
- Lenaerts, T., Adams, B., and Dutre, P. 2008. Porous flow in particle-based fluid simulations. vol. 27, 49:1--49:8. Google ScholarDigital Library
- Lucy, L. 1977. A numerical approach to the testing of the fission hypothesis. vol. 82, 1013--1024.Google Scholar
- Markus, I., Nadir, A., and Markus, B. 2004. A parallel sph implementation on multi-core cpus. In Computer Graphics Forum, vol. 30, 99--112.Google Scholar
- Monaghan, J., and Gingold, R. 1992. Smoothed particle hydrodynamics. In Annu. Rev.Astron. Astrophys, vol. 30, 543--574.Google ScholarCross Ref
- Monaghan, J. 2005. Smoothed particle hydrodynamics. In Report on Progress in Physics, vol. 68, 1703--1759.Google ScholarCross Ref
- Muller, M., David, C., and Markus, G. 2003. Particle-based fluid simulation for interactive applications. In In Symposium on Computer Animation(Proceedings of SIGGRAPH 2003), ACM, 154--159. Google ScholarDigital Library
- Solenthaler, B., and Pajarola, R. 2009. Predictive-corrective incompressible sph. vol. 28, 40:0--40:6. Google ScholarDigital Library
- Stam, J., and Flume, E. 1995. Depicting fire and other gaseous phenomena using diffusion process. In In Proc. of SIGGRAPH, 154--159. Google ScholarDigital Library
- Wyman, C., and Nichols, G. 2009. Adaptive caustic maps using deferred shading. 309--318.Google Scholar
- Zhang, Y., Solenthaler, B., and Pajarola, R. 2008. Adaptive sampling and rendering of fluids on the gpu. In Proceedings of IEEE/EG Symposium on Volume and Point-Based Graphics, 137--146. Google ScholarDigital Library
Index Terms
- A SPH-based method for interactive fluids simulation on the multi-GPU
Recommendations
Predictive-corrective incompressible SPH
SIGGRAPH '09: ACM SIGGRAPH 2009 papersWe present a novel, incompressible fluid simulation method based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, incompressibility is enforced by using a prediction-correction scheme to determine the particle pressures. For ...
A conservative SPH method for surfactant dynamics
In this paper, a Lagrangian particle method is proposed for the simulation of multiphase flows with surfactant. The model is based on the multiphase smoothed particle hydrodynamics (SPH) framework of Hu and Adams (2006) [1]. Surface-active agents (...
Synthesizing Solid-Induced Turbulence for Particle-Based Fluids
CADGRAPHICS '13: Proceedings of the 2013 International Conference on Computer-Aided Design and Computer GraphicsSimulating the accompanying turbulent details of fluid-solid coupling is still challenging, as numerical dissipation always plagues current fluid solvers. In this paper, we propose a novel particle-based method to simulate turbulent details generated ...
Comments