GPU-based meshless fluids interactive rendering

Ting-ting FU · Journal of Computer Applications · 2008

An approach based on smoothed particle hydrodynamics to simulate fluids with free surfaces was proposed, while surface tension was modeled by using Van der Waals equation of state with a combination of short-range repulsive and longer-range attractive interactions between fluid particles, finally a GPU-based particle splatting algorithm was designed for rendering. This approach completely avoids the temporal discretization artifacts, which results in the interactive rendering effects with high quality. In contrast to traditional Lagrangian approaches, this method uses the simplified surface tension model with fast rendering algorithm, reduces the complexity of the simulation and efficiently advances the run-time speed.

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