Graphics Reference
In-Depth Information
Particle Grid Size
Our Method
DX SDK 11
Speedup
Amount Dim( φ, u)
(FPS)
(FPS)
Ratio
256 2
64 , 000
296
169
1.75
256 2
32 , 000
510
325
1.55
256 2
16 , 000
830
567
1.45
Tab l e 4. 1. Comparison between our method and the optimized SPH solver found in the
DirectX 11 SDK.
4.9 Conclusion
In GPU Pro 2 , we described the $1 fluid solver: by combining the simplicity
of weakly incompressible fluids with the simplicity of grids, we could simulate
a single phase fluid (smoke or fire) in a single pass [Guay et al. 11]. In this
chapter, we described the $1 liquid solver for rasterization APIs by combining
the simplicity of the particles for dealing with liquids with the simplicity of the
grids to compute the forces. This is useful in getting a liquid solver running
quickly on platforms that do not necessarily implement compute APIs.
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