Abstract | ||
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Taking advantage of the parallelism and programmability of GPU, we solve the fluid dynamics problem completely on GPU. Different from previous methods, the whole computation is accelerated in our method by packing the scalar and vector variables into four channels of texels. In order to be adaptive to the arbitrary boundary conditions, we group the grid nodes into different types according to their positions relative to obstacles and search the node that determines the value of the current node. Then we compute the texture coordinates offsets according to the type of the boundary condition of each node to determine the corresponding variables and achieve the interaction of flows with obstacles set freely by users. The test results prove the efficiency of our method and exhibit the potential of GPU for general-purpose computations. Copyright (C) 2004 John Wiley Sons, Ltd. |
Year | DOI | Venue |
---|---|---|
2004 | 10.1002/cav.16 | COMPUTER ANIMATION AND VIRTUAL WORLDS |
Keywords | Field | DocType |
graphics hardware, GPLF, programmability, NSEs, fluid simulation, real-time | Boundary value problem,Graphics hardware,Computer science,Simulation,Scalar (physics),Communication channel,Fluid dynamics,Grid,Computation,Navier–Stokes equations | Journal |
Volume | Issue | ISSN |
15 | 3-4 | 1546-4261 |
Citations | PageRank | References |
29 | 1.84 | 18 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Enhua Wu | 1 | 916 | 115.33 |
Youquan Liu | 2 | 152 | 13.46 |
Xue-Hui Liu | 3 | 256 | 26.39 |