Fluid Simulation on the GPU with Complex Obstacles Using the Lattice Boltzmann Method

Andreas Monitzer
Fluid Simulation on the GPU with Complex Obstacles Using the Lattice Boltzmann Method
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Abstract

Real-time computer graphics and simulation has advanced to a level of realism that was regarded as unthinkable a few decades ago. However, uid simulations are still in an infant state for applications that require interactivity. Recent developments in programmability of graphics processing units on current graphics cards have enabled researchers to treat these cards as stream co-processors. This class of processors are designed for parallelizable algorithms that do not make heavy use of branching. Algorithms having these properties can be accelerated signi cantly compared to implementations on current central processing units. Since grid-based uid simulations t perfectly into this scheme, this has become a hot topic in research. Various approaches will be presented in order to determine a combination of algorithms that can easily be parallelized and allow integrating rigid objects with complex boundaries into a uid simulation at interactive rates. Additionally, the usage of uid simulations in computer games will be discussed. An underwater pinball game will be introduced as a practical example, highlighting the considerations that have to be taken into account when adding this game element that was previously impossible to use.

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BibTeX

@mastersthesis{monitzer_2008_FluSi,
  title =      "Fluid Simulation on the GPU with Complex Obstacles Using the
               Lattice Boltzmann Method",
  author =     "Andreas Monitzer",
  year =       "2008",
  abstract =   "Real-time computer graphics and simulation has advanced to a
               level of realism that was regarded as unthinkable a few
               decades ago. However,  uid simulations are still in an
               infant state for applications that require interactivity.
               Recent developments in programmability of graphics
               processing units on current graphics cards have enabled
               researchers to treat these cards as stream co-processors.
               This class of processors are designed for parallelizable
               algorithms that do not make heavy use of branching.
               Algorithms having these properties can be accelerated
               signicantly compared to implementations on current central
               processing units. Since grid-based  uid simulations t
               perfectly into this scheme, this has become a hot topic in
               research. Various approaches will be presented in order to
               determine a combination of algorithms that can easily be
               parallelized and allow integrating rigid objects with
               complex boundaries into a  uid simulation at interactive
               rates. Additionally, the usage of  uid simulations in
               computer games will be discussed. An underwater pinball game
               will be introduced as a practical example, highlighting the
               considerations that have to be taken into account when
               adding this game element that was previously impossible to
               use.",
  month =      jul,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2008/monitzer_2008_FluSi/",
}