Fluid Implicit Particle Simulation for CPU and GPU

Fuente: arXiv
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Hauptverfasser: Centeno, Pedro, Pereira, João Madeiras
Format: Preprint
Veröffentlicht: 2024
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author Centeno, Pedro
Pereira, João Madeiras
author_facet Centeno, Pedro
Pereira, João Madeiras
contents One of the current challenges in physically-based simulations, and, more specifically, fluid simulations, is to produce visually appealing results at interactive rates, capable of being used in multiple forms of media. In recent times, a lot of effort has been made with regards to this with the use of multi-core architectures, as many of the computations involved in the algorithms for these simulations are very well suited for these architectures. Although there is a considerable amount of works regarding acceleration techniques in this field, there is yet room to further explore and analyze some of them. To investigate this problem, we surveyed the topic of fluid simulations and some of the recent contributions towards this field. Additionally, we implemented two versions of a fluid simulation algorithm, one on the CPU and the other on the GPU using NVIDIA's CUDA framework, with the intent of gaining a better understanding of the effort needed to move these simulations to a multi-core architecture and the performance gains that we get with it.
format Preprint
id arxiv_https___arxiv_org_abs_2404_01931
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Fluid Implicit Particle Simulation for CPU and GPU
Centeno, Pedro
Pereira, João Madeiras
Graphics
Computational Physics
One of the current challenges in physically-based simulations, and, more specifically, fluid simulations, is to produce visually appealing results at interactive rates, capable of being used in multiple forms of media. In recent times, a lot of effort has been made with regards to this with the use of multi-core architectures, as many of the computations involved in the algorithms for these simulations are very well suited for these architectures. Although there is a considerable amount of works regarding acceleration techniques in this field, there is yet room to further explore and analyze some of them. To investigate this problem, we surveyed the topic of fluid simulations and some of the recent contributions towards this field. Additionally, we implemented two versions of a fluid simulation algorithm, one on the CPU and the other on the GPU using NVIDIA's CUDA framework, with the intent of gaining a better understanding of the effort needed to move these simulations to a multi-core architecture and the performance gains that we get with it.
title Fluid Implicit Particle Simulation for CPU and GPU
topic Graphics
Computational Physics
url https://arxiv.org/abs/2404.01931