“High-detailed fluid simulations on the GPU” by Lagergren, Limsäter and Rydahl

  • ©Mattias Lagergren, Fredrik Limsäter, and Björn Rydahl




    High-detailed fluid simulations on the GPU



    During the last few years, Fido has seen an increasing demand for highly detailed water effects in production. Fluid simulations, aside from being complex and hard to choreograph, put high demands on scalability and simulation speed. As of today, commercial software is slow and does not allow the artist to get quick feedback on simulation results. Following the increasing use of general purpose GPU programming within the special effects industry, Fido wanted to enable artists to create highly detailed and realistic water effects, while maintaining production effectivity and avoiding investments of large server clusters.


    1. Müller, M., Charypar, D., and Gross, M 2003. “Particle-based fluid simulation for interactive applications”, In SCA 03: Proceedings of the 2003 ACM SIG- GRAPH/Eurographics symposium on Computer animation, pages 154159. Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 2003.
    2. Becker, M. and Teschner, M. 2007. “Weakly compressible SPH for free surface flows.”, SCA 07: Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation, pages 209217. 2007.
    3. Satish, N., Harris, M., and Garland, M. 2009. “Designing Efficient Sorting Algorithms for Manycore GPUs”, In Proceedings of IEEE International Parallel & Distributed Processing Symposium 2009 (IPDPS 2009).

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