Real-time 3D fluid simulation on GPU with complex obstacles

Youquan Liu, Xuehui Liu, E. Wu
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引用次数: 130

Abstract

In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary from a 3D scene with solid clipping, making the computation run on GPU despite of the complexity of the whole geometry scene. Then by grouping the voxels into different types according to their positions relative to the obstacles and locating the voxel that determines the value of the current voxel, we modify the values on the boundaries according to the boundary conditions. Secondly, more compact structure in data packing with flat 3D textures is designed at the fragment processing level to enhance parallelism and reduce execution passes. The scalar variables including density and temperature are packed into four channels of texels to accelerate the computation of 3D Navier-Stokes equations (NSEs). The test results prove the efficiency of our method, and as a result, it is feasible to run middle-scale problems of 3D fluid dynamics in an interactive speed for more general environment with complex geometry on PC platform.
基于GPU的复杂障碍物实时三维流体仿真
本文利用GPU的并行性和可编程性,解决了复杂环境下的三维流体动力学问题。与其他方法不同的是,创新主要体现在两个方面。首先,该方法可以在GPU上处理更一般的边界条件。通过该方法,我们从一个实体裁剪的三维场景中生成边界,使计算在GPU上运行,尽管整个几何场景的复杂性。然后根据体素相对于障碍物的位置将其分组为不同的类型,并定位确定当前体素值的体素,根据边界条件修改边界上的值。其次,在片段处理层面设计了更加紧凑的三维平面纹理数据打包结构,增强了并行性,减少了执行次数;为了加快三维Navier-Stokes方程(nse)的计算速度,将密度和温度等标量变量打包到四个体元通道中。实验结果证明了该方法的有效性,为在PC平台上更一般的复杂几何环境下以交互速度运行中等规模的三维流体动力学问题提供了可行性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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