Abstract

Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations and has become very popular in many applications such as naval engineering, mechanical engineering, movies, and games. The current challenge is to simulate and render the fluid in real time. This works contributions are: a GPU implementation of the SPH method, which provided an average speedup of 11.55 in comparison to the reference multicore CPU implementation, being able to simulate 1M particles at, approximately, 3 fps; also, a Ray Tracing based rendering solution that can be used to render any particle based fluid simulation method is proposed, which is able to render a large number of particles in interactive rates, for instance, 2M particles at 2.7 fps for a resolution of 1920 x 1920 pixels.

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