“Real-time particle-based simulation on GPUs” by Harada, Tanaka, Koshizuka and Kawaguchi

  • ©Takahiro Harada, Masayuki Tanaka, Seiichi Koshizuka, and Yoichiro Kawaguchi

  • ©Takahiro Harada, Masayuki Tanaka, Seiichi Koshizuka, and Yoichiro Kawaguchi

Conference:


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Title:

    Real-time particle-based simulation on GPUs

Presenter(s)/Author(s):



Abstract:


    As physical laws govern the motion of objects around us, a physically-based simulation plays an important role in computer graphics. For instance, the motion of a fluid, which is difficult to generate by hand, can be produced by solving the governing equations. Acceleration of a simulation is one of the most important research themes because the speed and stability of a simulation are essential for real-time applications.

References:


    1. Müller, M., Charypar, D., and Gross, M. 2003. Particle-based fluid simulation for interactive applications. In Proc. of SIGGRAPH Symposium on Computer Animation, 154–159.


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