GPU fluid simulation - advection

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Uploaded by on Nov 24, 2007

During my time at NVIDIA I wrote a 3D Navier-Stokes fluid solver that runs entirely on the GPU. Fluid solvers are used to generate realistic, physically-based animations of water and smoke. Typically it takes several minutes or hours to generate each frame of animation, but by making some minor compromises in visual quality and taking advantage of the GPU's parallelism and bandwidth the solver is fast enough for real-time applications (e.g., around 120-180 frames per second at 64x64x128 on a GeForce 8800 GTX). I'm currently preparing a chapter that covers some of these ideas for GPU Gems 3.

This video demonstrates 1st order accurate semi-Lagrangian advection with and without vorticity confinement, as well as a 2nd order accurate MacCormack scheme (with vorticity confinement).

See http://users.cms.caltech.edu/~keenan/project_fluid.html for more information.

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  • this is realy incredible for realtime rendering

  • beautiful!!!!!!

    i wish this could be implemented in a game like doom

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All Comments (18)

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  • I wish this could be implimented into 3D software so we don't have to wait all night to simulate and render something as physically accurate and of the same quality as these realtime demos showcase.

  • I don't understand, so I'm going to use the opportunity to NOT UNDERSTAND LOUDLY, IN CAPITAL LETTERS.

  • Good job!

  • this is so damn realistic

  • I think the Crysis explosions look similar. Sure beats the crap out of UT3's.

  • Is this really realtime?? If yes it's great.

  • man you can trip on it...O_O

  • Alot of use of effects like this in Hellgate: London were mentioned in GPU Gems 3, so I'm guessing that used it.

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