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2011 IEEE Workshop on Principles of Advanced and Distributed Simulation (2011)
Nice, France
June 14, 2011 to June 17, 2011
ISBN: 978-1-4577-1363-7
pp: 1-8
Natural phenomena simulation, such as water and smoke, is a very important topic to increase real time scene realism in video-games. However, the computational fluid simulation is an expensive task since we must numerically solve the Navier-Stokes equations. Additionally, an immersing simulation requires interaction between the flow and the objects in the scene, increasing even more the computational work. In this paper we propose an heterogeneous multicore CPU and GPU scalable architecture for fluid simulation with two-way interaction with solid objects. We also show the impact of this architecture over GPU and CPU bounded simulations and present results that can reproduce complex fluid behavior in real time applications like games.

C. Vasconcellos, J. R. da S. Junior, P. Pagliosa, M. Lage, E. Clua and A. Montenegro, "Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture," 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation(PADS), Nice, France, 2011, pp. 1-8.
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