TY - GEN
T1 - A SPH-based method for interactive fluids simulation on the Multi-GPU
AU - Zhang, Fengquan
AU - Hu, Lei
AU - Wu, Jiawen
AU - Shen, Xukun
PY - 2011
Y1 - 2011
N2 - 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.
AB - 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.
KW - Fluid simulation
KW - Multi-GPU
KW - Neighborhood searching
KW - SPH
UR - https://www.scopus.com/pages/publications/84863051904
U2 - 10.1145/2087756.2087834
DO - 10.1145/2087756.2087834
M3 - 会议稿件
AN - SCOPUS:84863051904
SN - 9781450310604
T3 - Proceedings of VRCAI 2011: ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications to Industry
SP - 423
EP - 426
BT - Proceedings of VRCAI 2011
T2 - 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, VRCAI'11
Y2 - 11 December 2011 through 12 December 2011
ER -