High-detailed fluid simulations on the GPU
Mattias Lagergren, Fredrik Limsäter, Björn Rydahl · 2010
During the last few years, Fido has seen an increasing demand for highly detailed water effects in production. Fluid simulations, aside from being complex and hard to choreograph, put high demands on scalability and simulation speed. As of today, commercial software is slow and does not allow the artist to get quick feedback on simulation results. Following the increasing use of general purpose GPU programming within the special effects industry, Fido wanted to enable artists to create highly detailed and realistic water effects, while maintaining production effectivity and avoiding investments of large server clusters.