Graphics Reference
In-Depth Information
Figure 4.4. The shallow water equations describe the evolution of water height over
time. By looking at the height as the density of a 2D fluid, we see the equations
becoming similar. Hence, our method can be used directly to simulate height fields.
This figure shows a SWE simulation with 42k particles using our method.
simulation performs at 35 frames per second (FPS) on a Quadro 2000M graphics
card.
In Figure 4.4, we see a shallow water simulation using 42k particles on a 256 2
grid. The simulation and rendering together run at 130 FPS using the same
graphics card.
We compared our solver qualitatively with the SPH GPU implementation
in the DirectX 11 SDK (Figure 4.5). Their solver is implemented using the
Direct Compute API, has shared memory optimizations and particle neighbor
search acceleration. Ours uses HLSL shaders only. In Table 4.1, we compare the
performance of both methods with different particle quantities. We can see that
our method scales better with the number of particles involved for a given grid
size and splatting radius on the hardware we used.
Figure 4.5. Comparison between an optimized SPH solver implemented with Compute
Shaders on the left and our method implemented with rasterization APIs. Our method
performs at 296 FPS using while the optimized SPH solver runs at 169 FPS.
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