dc.contributor.author | Zhang, Fengquan | en_US |
dc.contributor.author | Shen, Xukun | en_US |
dc.contributor.author | Long, Xiang | en_US |
dc.contributor.author | Zhao, Bin | en_US |
dc.contributor.author | Hu, Lei | en_US |
dc.contributor.editor | Chris Bregler and Pedro Sander and Michael Wimmer | en_US |
dc.date.accessioned | 2013-11-08T10:25:01Z | |
dc.date.available | 2013-11-08T10:25:01Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.isbn | 978-3-905673-94-4 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE/PG/PG2012short/029-034 | en_US |
dc.description.abstract | In this paper, based on weakly compressible smoothed particles hydrodynamics (WCSPH), we present a method for simulating high quality fluid. We propose a new pressure equation to reduce time overhead, speed up convergence towards small density fluctuations and allow for a larger time step than that of traditional approaches. And based on the new equation, we introduce a new adaptive time-stepping approach that automatically adapts the time step according to each particle current individual time step, thus improving the efficiency of computation and contributing much to a real-time particle fluid simulation. For real-time simulation, we make full use of CPU and GPU in a combined way to build a parallel platform, namely Multi-GPU platform. And optimization of the platform design is made to run a simulation with realistic visual effects in real time. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Animation | en_US |
dc.title | Real-time Particle Fluid Simulation with WCSPH | en_US |
dc.description.seriesinformation | Pacific Graphics Short Papers | en_US |