3 ms·
The page also shows that sometimes what you think is hard is easy and what you overlook is the really difficult bit: > The problem with SPH in realtime is it’s
by gioele 12y ago
The page also shows that sometimes what you think is hard is easy and what you overlook is the really difficult bit:
> The problem with SPH in realtime is it’s really really hard. The simple explanation of the algorithm is: “take all the particles near my particle and perform some force exchange between them”.
At this point I was expecting a long discussion on all the clever tricks they have found to calculate the force exchange between thousands of particles in a snap. And instead...
> The force exchange is easy; the “all the particles near my particle” is a bitch. On GPU it’s even more of a bitch; and in 3D it becomes an order of magnitude more of a bitch.
> [...]
> The problem is simply the neighbourhood search. You end up with a variable amount of fast-moving particles affecting each particle, where it’s hard to pick an upper bound – so the spatial database is hard to construct. If you solve the neighbourhood search, you can solve SPH.