Particle-Based Fluid Simulation on the GPU

  • Kyle Hegeman
  • Nathan A. Carr
  • Gavin S. P. Miller
Conference paper

DOI: 10.1007/11758549_35

Part of the Lecture Notes in Computer Science book series (LNCS, volume 3994)
Cite this paper as:
Hegeman K., Carr N.A., Miller G.S.P. (2006) Particle-Based Fluid Simulation on the GPU. In: Alexandrov V.N., van Albada G.D., Sloot P.M.A., Dongarra J. (eds) Computational Science – ICCS 2006. ICCS 2006. Lecture Notes in Computer Science, vol 3994. Springer, Berlin, Heidelberg

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.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Kyle Hegeman
    • 1
  • Nathan A. Carr
    • 2
  • Gavin S. P. Miller
    • 2
  1. 1.Stony Brook University 
  2. 2.Adobe Systems Inc. 

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