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Scientific Visualization
Issue Year: | 2012 |
Quarter: | 4 |
Volume: | 4 |
Number: | 4 |
Pages: | 44 - 55 |
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Article Name: |
GPU-BASED FLUID SIMULATION AND ITS INTERACTION WITH SOLID SURFACE |
Authors: |
Y. Khokhlova (Russia), D. Gladkiy (Russia), S. Kuzikovskiy (Russia), I. Belago (Russia) |
Address: |
Y. Khokhlova
girl.from.ff.nsu@gmail.com
Novosibirsk State University, Novosibirsk, Russia
D. Gladkiy
generalgda@gmail.com
SoftLab-NSK, Novosibirsk, Russia
S. Kuzikovskiy
stas@sl.iae.nsk.su
Institute of Automation and Electrometry SB RAS, Novosibirsk, Russia
I. Belago
bel@sl.iae.nsk.su
Institute of Automation and Electrometry SB RAS, Novosibirsk, Russia |
Abstract: |
This article presents a method for simulating fluid dynamics and its interaction with the virtual world environment in the interactive graphics applications using computational resources of the GPU. The implementation of the proposed algorithm is suitable to animate such phenomena as spilt water on the road or an object falling under the waterfall stream in real time with the frame rate of at least 25 frames per second on modern hardware.
Firstly, the entire fluid volume is presented like a set of particles interacting with each other, and the evolution of this system proceeds in accordance with the Navier-Stokes equations. Next, the surface of the virtual world environment which the particles collide with is obtained as a height-map and a normal-map. Such operation is efficiently optimized on modern graphics cards, as well as the data can be used or just collected for the implementation of other algorithms. Finally, the visualization of the fluid is suggested to be conducted generating and rendering the surface as a polygonal mesh. Thus obtained a set of primitives is also suitable for texturing or shading.
The full implementation of the algorithm on the GPU from the mathematical calculation of the particles motion using Compute Shader 5.0 to fluid surface rendering is performed on the GPU so there is no demand to copy the data in each frame between the system memory and the GPU memory. Also, the implementation of the algorithm demonstrates the technique of the geometry generation on the graphics card using the DirectX 11 API from arbitrary data structures which declare virtual world object. The described algorithm application scope includes various real-time systems of virtual reality such as simulators and computer games. |
Language: |
Russian |
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