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Essay - Fluids in Computer Graphics: Samuel Asp October 2015
Essay - Fluids in Computer Graphics: Samuel Asp October 2015
Samuel Asp
October 2015
Introduction
Computers are truly amazing. The impact theyve had on our daily life since
their creation is astonishing and marks a great spot in our scientific advances.
However, they are still lacking in many areas, one of which is producing realistic
fluids such as water without a loss in performance. What needs to be done here,
at least until computers are able to handle these realistic fluids better, is an
adaptation.
Problem
Relevance
Then why is this relevant, what benefits can we obtain from improving digital
fluids? One may think that these researches only affect movies and video games.
And while it is true that it does affect them, it has other uses as well. SPH was
initially created as a tool for astrophysical researches.[1] Matthew R. Bate, a
professor at the University of Exter, used it to model condensed object such as
stars and brown dwarfs.[2]
2
Research Question
As stated before, the problems of which this research is based upon are the
performance issues. The question of which the researcher asks themselves is
Can we create a realistic, well-performing technique which allows us to improve
upon the already existing SPH-method?
As mentioned earlier, the researchers divided the one big problem into the three
small ones in order to accelerate the process of SPH. What this allowed them
was to work on each problem separately. The next few sections explain their
research methods.
5.1
GPU-porting
Previous attempts of SPH has assigned the CPU to do the neighborhood search,
and the GPU to do all the heavy physic calculations. What the researchers did,
was to use a method in which the entire SPH computation was made on the
GPU using CUDA. This allowed it to accelerate the SPH computations, and
optimize the neighborhood search by using a method referred to as Z-indexing
which labels each particle based on where they are located in the simulation.[3]
5.2
Level-of-Detail
5.3
Time Step
In all simulations there are a number of updates that occur every second. Between each of these updates is a timer, referred to as a time step in this research,
that decides how long it takes until the following update. The easy way of dealing with these is to simply have the same time step in the entire simulation.
This can cause the program to run slow, since the less active areas of the fluid
still update as much as the highly active ones. Thus RTS, or Regional Time
Stepping, is introduced.
What RTS does is that it determines the areas of the fluid in which the
activity is high, low etc. The less-active areas receive a higher time step, and
the active ones a lower.[5]
Results
The GPU-porting results were very positive. Their solution resulted in high
frame rates and high quality-images. They were able to reach a steady frame
rate and excellent quality, while using a quarter of a million particles.[3]
The LOD-technique yielded positive results as well. Their technique doesnt
suffer from the adaptive particles, which could have caused problems with density, splitting, stability and boundary, and also is rather simple to implement
due to non-complex functionality.[4]
Finally, the time step results were also positive. The researchers simulations
were twice as fast as the compared method, even in situations where globally
adaptive time-stepping cannot achieve benefit.[5]
Conclusion
The conclusion to be drawn here is that the researchers succeeded with their
goal. Each of their improvements over the usual solutions yielded a better
result and made the simulation not only smoother, but also faster and less
power-consuming.
References
[1] Wikipedia. Smoothed particle hydrodynamics. (2015, July 17). Retrieved
from
https://en.wikipedia.org/wiki/Smoothed-particle hydrodynamics
[2] Bate, Matthew R. Star Formation with Radiative Transfer. Retrieved from
http://www.astro.ex.ac.uk/people/mbate/Cluster/clusterRT.html
[3] Goswani, Prashant. Schlegel, Philipp. Solenthaler, Barbara.
Pajarola, Renato. Interactive SPH Simulation and Rendering on the GPU.
(2010). Retrieved from
http://www.bth.se/people/prg.nsf/pages/publications
[4] Goswani, Prashant. Pajarola, Renato. Time Adaptive Approximate SPH.
(2011). Retrieved from
http://www.bth.se/people/prg.nsf/pages/publications
[5] Goswanie, Prashant. Batty, Christopher. Regional Time Stepping for SPH.
(2014). Retrieved from
http://www.bth.se/people/prg.nsf/pages/publications