Abstract
Large scale particle-based fluid simulation is important to both the scientific and computer graphics communities. In this paper, we explore the effectiveness of implementing smoothed particle hydrodynamics on the streaming architecture of a GPU. A dynamic quadtree structure is proposed to accelerate the computation of inter-particle forces. Our method readily extends to higher dimensions without undue increase in memory or computation costs. We show that a GPU implementation runs nearly an order of magnitude faster than our CPU version for large problem sizes. © Springer-Verlag Berlin Heidelberg 2006.
Cite
CITATION STYLE
Hegeman, K., Carr, N. A., & Miller, G. S. P. (2006). Particle-based fluid simulation on the GPU. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3994 LNCS-IV, pp. 228–235). Springer Verlag. https://doi.org/10.1007/11758549_35
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.