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Building a Real-Time System on GPUs for Simulation and Rendering of Realistic 3D Liquid in Video Games

Published: 24 July 2023 Publication History

Abstract

Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering of water, which are pushing the visual boundaries and interactive experience of rich virtual environments. However, simulation and rendering of a large number of water particles is very time consuming and it is very hard to achieve real-time frame rate (due to the huge computational cost required), e.g., those found in feature movies and offline products [Flip Fluids2022], or tools (e.g., Houdini and Blender). That is why most water visual effects in modern games are either simulated as only a 2D shallow-water in which simulation is calculated in 2D grid and projected onto the heightfield, as in [Fluid Flux 2022], or are baked at preprocessing stage which does not allow the player to dynamically interact with the liquid at runtime, as a result, lots of the fun of interactivity is lost.
This course will discuss the state-of-the-art and production-proven techniques involved in building a real-time system on GPUs for simulation and rendering of realistic 3D liquid with millions of particles. It also discusses how to integrate the system into modern game engines (like UE5), with some show-cases of real applications in gaming environments.

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References

[1]
[Fluid Flux 2022] http://imaginaryblend.com/2021/09/26/fluid-flux/
[2]
[Flip Fluids 2022] The FLIP Fluids is an offline simulation tool, https://flipfluids.com/features/.
[3]
[Green2010] Simon Green. 2010. Particle simulation using CUDA. NVIDIA whitepaper 6 (2010), 121 -- 128.
[4]
[Hoetzlein 2014] R. C. Hoetzlein, "Fast Fixed-Radius Nearest Neighbors: Interactive Million-Particle Fluids," in GPU Tech. Conf., 2014.
[5]
[SIGGRAPH 2022 Course]: ACM SIGGRAPH 2022 Courses, Rendering Water in Horizon Forbidden West, in course of "Advances in Real-Time Rendering in Games". Hugh Malan
[6]
[Wretborn et al 2022]: "Guided Bubbles and Wet Foam for Realistic Whitewater simulation" (Wretborn et al), SIGGRAPH 2022 paper, ACM Transactions on Graphics 2022.
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[MM2013] Miles Macklin and Matthias Müller. Position based fluids. ACM Trans. Graph., 32(4):104:1--104:12, July 2013.
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[BGFE 2016] Baoquan Liu, Gordon Clapworthy, Feng Dong, Enhua Wu: Parallel Marching Blocks: A Practical Isosurfacing Algorithm for Large Data on Many-Core Architectures. Comput. Graph. Forum 35(3): 211--220 (2016)
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[PhysX5 2022] NVIDIA PhysX SDK version 5, Built Dec 12, 2022, https://nvidia-omniverse.github.io/PhysX/physx/5.1.2/
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[Octree SPH 2022] José Antonio Fernández-Fernández, Lukas Westhofen, Fabian Löschner, Stefan Rhys Jeske, Andreas Longva, Jan Bender. Fast Octree Neighborhood Search for SPH Simulations. ACM Transactions on Graphics (SIGGRAPH Asia 2022)
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[Harada2007] Harada, T.: Real-Time Rigid Body Simulation on GPUs. GPU Gems 3. Addison Wesley, 2007
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[KBST22] Koschier D., Bender J., Solenthaler B., Teschner M.: A survey on SPH methods in computer graphics. Computer Graphics Forum 39, 1 (Feb. 2022), 737--760.
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[BKWK19] BENDER J., KUGELSTADT T., WEILER M., KOSCHIER D.: Volume maps: An implicit boundary representation for SPH. In Proceedings of ACM SIGGRAPH Conference on Motion, Interaction and Games (2019), MIG '19, ACM. 9
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[ZB05] Yongning Zhu and Robert Bridson. Animating sand as a fluid. ACM Trans. Graph. (Proc. SIGGRAPH), pages 965--972, 2005.
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[TMSPH18] J. Bender, D. Koschier, T. Kugelstadt and M. Weiler, "Turbulent Micropolar SPH Fluids with Foam," in IEEE Transactions on Visualization and Computer Graphics, vol. 25, no. 6, pp. 2284--2295, 1 June 2019,
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[Kub18] KUBISCH C.: Introduction to turing mesh shaders, 2018. URL: https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/
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[mesh-to-sdf 2022] A real-time Signed Distance Field generator. 2022. URL: https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf
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[realtime bc6h] Krzysztof Narkowicz, "Real-time BC6H Compression on GPU", GDCVault
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[UE plugin] https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/Plugins/
[20]
[Parallel Rendering Overview] https://docs.unrealengine.com/4.27/enUS/ProgrammingAndScripting/Rendering/ParallelRendering/

Cited By

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  • (2025)A robust and efficient model for the interaction of fluids with deformable solidsThe Visual Computer10.1007/s00371-024-03770-zOnline publication date: 10-Jan-2025
  • (2024)Efficient Particle-Based Fluid Surface Reconstruction Using Mesh Shaders and Bidirectional Two-Level GridsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512857:1(1-14)Online publication date: 13-May-2024

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cover image ACM Conferences
SIGGRAPH '23: ACM SIGGRAPH 2023 Courses
July 2023
2170 pages
ISBN:9798400701450
DOI:10.1145/3587423
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 24 July 2023

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Cited By

View all
  • (2025)A robust and efficient model for the interaction of fluids with deformable solidsThe Visual Computer10.1007/s00371-024-03770-zOnline publication date: 10-Jan-2025
  • (2024)Efficient Particle-Based Fluid Surface Reconstruction Using Mesh Shaders and Bidirectional Two-Level GridsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512857:1(1-14)Online publication date: 13-May-2024

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