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this is magic? isn't this precisely what the hardware was designed for? i wouldn't call this GPGPU personally - this is very much graphics. GPGPU is more about
by jheriko 13y ago
this is magic? isn't this precisely what the hardware was designed for? i wouldn't call this GPGPU personally - this is very much graphics.
GPGPU is more about e.g. doing multi-precision integer arithmetic on the GPU - where the processors are used for something which doesn't fit the 'streaming processor being fed vectors' pattern which the architecture was made for (of which this demo is a very good example) - quite literally 'general purpose'.
- sp332 13y agoMost people wouldn't have thought of using graphics hardware to do physical simulation, especially of fluids.
- jheriko 13y agoi'm not sure where to start here... actually this is exactly what everyone thought when this hardware was new 10 years ago... and even before that we were thinking about it. look at rendering demos from that time that leveraged the shader - this was the dumbass obvious thing that almost everyone did. this is not physical simulation - not even close. the navier-stokes equations are still really quite difficult to do anything real-time with unless you make some serious compromises. i will conceded that this is very loosely based on physical reality. but actually, you can do a lot, /lot/ better with clever hacks. as an example of one of the much, much better solutions which approximate reality than this - the old school 2d 'water' effect created from feedback and a clever 3x3 convolution filter shaped as a ring with a hole in the middle, for instance is visually much more impressive and computationally simpler - and it actually is a solution to a discretised wave equation. render this old effect as greyscale into a buffer than use it as a height/displacement-map style texture - with this solution implementing real-time ripples and fluid like response to objects entering the liquid comes down to rendering the outline into that buffer and these kinds of waves simply fall out rather than requiring maintenance or trig calls...
- garethadams 13y agoCool, that sounds pretty awesome. Do you have it on a webpage I can run?
- simplemath 13y agodingdingding
- gfodor 13y ago1999 navier stokes solver on GPU: http://www.cs.unm.edu/~mskarim/fluid_smoke_gpu.htm http://www.cs.unm.edu/~mskarim/fluid_smoke_gpu.htm I was doing this in college 10 years ago. Cmon now.
- vanderZwan 13y agoIt won't impress anyone on the internet until you port it to WebGL.
- gfodor 13y agoI wasn't trying to say this simulation isn't rad (it is) but the idea that the contribution here is that it does fluid dynamics on the gpu is absurd
- dsugarman 13y agosimulation of fluids is huge in computer graphics and the GPU is completely necessary for anything close to real time. Physics engines are built to process on the GPU. I was at one point perusing a PhD in Computer Graphics and I studied many papers ranging from haptic devices w/ liquid simulations (great paper on making pancakes which change properties as they cook [1]) to research from our lab on volume rendered simulations to prevent temperature shock in introducing cool water (relatively) to prevent a meltdown of a nuclear power plant. [1]http://www.gmrv.es/Publications/2013/CMOL13/haptic_multistate_WHC13.pdf http://www.gmrv.es/Publications/2013/CMOL13/haptic_multistat...)