Lattice Boltzmann Liquid Simulation with Moving Objects on Graphics Hardware

Size: px
Start display at page:

Download "Lattice Boltzmann Liquid Simulation with Moving Objects on Graphics Hardware"

Transcription

1 Lattice Boltzmann Liquid Simulation with Moving Objects on Graphics Hardware Duncan Clough Supervised by: James Gain, Michelle Kuttel 1 Introduction Fluid simulation is a common element in recent feature films. These effects include water rushing into a sinking ship in Poseidon, whirlpools in the ocean in Pirates of the Caribbean 3, and a fiery skeleton in Ghost Rider. Simulating fluids requires massive computation in order to reach the levels of realism audiences now expect. This time is not always available for simulation, as computers are often used in a visual effects setting for compositing and rendering high quality scenes. Scenes with fluids also undergo iterative development, requiring multiple simulation runs during their production. An inexpensive means of increasing simulation speed will provide animators with more time to choose the prefect parameters for a fluid within a scene, ultimately resulting in higher quality visual effects.. In recent years Graphics Processing Units (GPUs) have shown, through their multithreaded multi-processor architecture, that they have great potential to speed up problems that require large amounts of computation. GPUs have been specifically designed to quickly and efficiently process mathematical operations commonly used in rendering. This specialisation allows GPUs to offer faster computation than a Central Processing Unit (CPU) for certain operations, because the GPU does not have to be able to do the general housekeeping operations. Since GPU development and supply is driven by the lucrative gaming industry, GPUs have also become a relatively cheap source of computational power. We plan to follow on from the work done by Reid et al. [16], who successfully developed and tested a parallel implementation of the dclough@cs.uct.ac.za jgain@cs.uct.ac.za mkuttel@cs.uct.ac.za Lattice Boltzmann Method (LBM) using MPI that could simulate liquids with a free surface in scenes that included static objects (a free surface is defined to be the boundary between two homogeneous fluids in this case, the visible boundary between the liquid and its surrounding gas). This research project will focus on investigating the performance benefits achievable through implementing the LBM on a GPU using NVIDIA s CUDA. We will also further extend the LBM simulation to include moving objects. We also intend to develop a GPU LBM Houdini Fluid Dynamics plug-in. Houdini is a 3D animation and visual effects software package developed by Side Effects Software Inc. that is popular in the visual effects and animation industry. Houdini provides a procedural framework for building and rendering scenes, as well as an interface for developing custom plug-ins that can be included in scenes. Through this plug-in we will be able to take advantage of Houdini s advanced rendering capabilities. 2 Related Work 2.1 Fluid Simulation There are two aspects to fluid simulation generation of the fluid dynamics and subsequent approximation of the fluid s surface. Almost all fluid simulation methods can be categorised as either Eulerian, Lagrangian or Semi-Lagrangian [1]. Lagrangian methods use a particle system, in which particles move freely and interact with each other; the behaviour of the particles defines the motion of the fluid. The Eulerian approach focuses on modelling the flow of a fluid through a fixed grid, and modelling how interactions occur on 1

2 that grid. In this case, the interactions on the grid define the motion of the fluid. Semi- Lagrangian methods are usually Eulerian in nature, but incorporate various aspects of the Lagrangian approach. The grid-based Eulerian methods are often best suited to parallel architectures because of their static grid structure. The Lattice-Boltzmann Method (LBM), is a popular grid-based approach to simulating fluid flows, especially on high-performance parallel platforms, such as clusters and GPUs. The LBM provides a discrete approximation of the Navier-Stokes equations the equations that describe fluid dynamics. Approximations of fluid particles are moved around a lattice according to probability distribution functions that provide a mesoscopic estimate of the particle interaction within a fluid. The LBM is linear with respect to time: each timestep depends only on the previous time step. This linearity, combined with its cellular grid structure, makes the algorithm easy to implement on parallel architectures [16]. In order to visually represent this field as a liquid, the surface of the liquid needs to be extracted from the vector field. This is traditionally done using the Marching Cubes algorithm [10]. This provides a good approximate fluid surface, but refinements are required to make interaction between the free surface and other objects visually appealing [17]. 2.2 Moving Objects The addition of moving objects can be divided into two components: modelling the interactions between objects and fluid, and modelling the physics of object movement. Full two-way coupled fluid simulations (when both objectto-fluid and fluid-to-object momentum transfer occur), require an additional physics engine to manage object movement [2]. Scripted object movement can be used [8] instead of a physics engine with the added benefit of less computation and complexity. Fluid interaction with deformable objects is beyond the scope of this project. Thürey et al. [17] present a full two-way coupled LB fluid simulation. Object-to-fluid momentum transfer is done by adding momentum terms, to the object boundary calculations, where object momentum is calculated using Newton s second law. Fluid-to-object momentum transfer is less trivial, requiring an approximation of the force applied to an object based on distribution functions in contact with the object s surface [7]. Li et al. [8] implement a fluid solver on a GPU that included one-way object-to-fluid coupling for fluids without a free surface. This implementation was based on work down by Mei et al. [12, 13] and is a slightly different method to that used by Thürey et al. [17]. Further investigation would be required to deduce which method is best suited for GPU computation. 2.3 GPU Implementations of the LBM In 2001 the first programmable GPUs were commercially released, and soon thereafter, GPUs were applied to general purpose computing instead of the usual real-time implementations of rendering effects [11]. In 2003, Li et al. [9] published experimental results of their GPU implementation of the LBM, which showed a possible speed-up of 50 for simulating the behaviour of smoke. This work was subsequently extended to include computation on a cluster of GPUs [5], simulations with moving objects [8, 19], and embedded grid structures that allow an increase of simulation resolution to follow more complex scene features [20]. This work does not include the generation of a liquid s free surface and was done using older GPUs and NVIDIA s Cg language which is designed for implementing custom graphics effects on the GPU [6] and not general purpose computation. Their latest work reports a speed-up of Their optimisations of the GPU implementation mainly deal with managing textures and tweaking implementation details and are thus better suited to Cg s pipeline. These adaptions are now less relevant since we are able to use tools such as CUDA that are better suited for general purpose computation, like the LBM. Peng et al. [15] tested the parallel implementation of the LBM on a cell processor cluster built from PlayStation 3 consoles, and a GPU implementation using CUDA. Their 2

3 work reports a speed-up of 8.76 for the GPU, however, no specific optimisations to the LBM in CUDA are reported. It is expected that this result can easily be improved upon by taking into account memory usage, thread management and processor occupancy, all of which can lead to significant performance gains [3]. To the best of our knowledge, LBM simulations of liquids with a free surface interacting with moving objects has yet to be implemented on the GPU using CUDA. 3 Research Questions This research will focus on implementation of the LBM on a GPU. We are interested in looking at the performance improvements and any visual differences between the CPU and GPU implementations that may arise. The following four questions will provide focus for this research project. Compared to a single CPU implementation, what speed-up and run-time improvements can be achieved by implementing the LBM on a GPU? This is the most important question of the research project. It is the primary identifier of how viable and successful a GPU implementation would be in the visual effects industry. To answer this question, we will need to develop GPU and CPU implementations of the LBM. We will then compare the simulation run-time for each implementation (details of to be discussed in Section 5.1). Based on the results from other researchers (discussed in Section 2.3) we aim to achieve a speed-up of at least 25. Furthermore, this comparison will be done with different scenes to identify which scenetypes are best suited for each implementation. Different scenes can be creating by manipulating various scene attributes such as obstacle complexity, scene symmetry, similarity of initial and rest positions and amount/velocity of liquid flow. What are the limitations or constraints associated with implementing the LBM on a GPU? The architecture of a GPU is very different to that of a CPU, therefore various modifications to the general LBM algorithm will be made in order to maximise performance gains [18]. These limitations and constraints will be critical to understanding parts of the LBM that will need special focus in order to improve the practical use of this method on a GPU. Available memory during the simulation is expected to limit the size of scenes. We will investigate what these limits are and, given time, suggest possible modifications to reduce the effects of this limitation. Are there any reductions in visual quality necessary in order to achieve an efficient GPU LBM implementation? As already discussed, various changes may be required in order implement the LBM on a GPU. It is possible that these changes could affect the visual quality of an LBM simulation. Since visual quality is the most important aspect of visual effects, identifying and providing solutions to these differences is extremely important. 4 Research Outcomes We expect to develop two fully functional LBM simulation systems: one on a CPU and the other on a GPU. These systems are expected to be able to visually model the flow of liquids and their interaction with moving objects within a scene. Using these systems we intend to identify the possible performance benefits that can be obtained by implementing an LB simulation on a GPU. Modifications to the standard LBM algorithm made to increase the efficiency of the GPU implementation will also be investigated. It is expected that the output of the LBM simulation will appear to be visually similar to real liquid. This is an important result for the performance results to be meaningful in the visual effects industry. A Houdini plug-in for the simulation will also be developed. This will simplify the rendering process, and test the practicality of the system within a standard visual effects software package. 3

4 5 Research Approach Development of a working simulation system is vital for the success of this project. We will, therefore, discuss the planning behind implementing this system. Once the system is developed, we will run performance tests on the CPU and GPU using Houdini to render the results. Table 1 provides a proposed overview of deadlines for this research project. Figure 1 at the end of this document shows the time allocations for the proposed work. 5.1 System Development There are five major components that need to be developed for this project. Single CPU LBM Implementation: This will provide results with which to compare the GPU implementation. The relative simplicity of a single CPU implementation will also act as a prototype with which possible extensions can be explored before implementing them on a GPU architecture. Liquid Surface Extraction: Since the focus of this research is on producing visually appealing results, the extraction of the free surface is an integral part of the simulation. We intend to use the standard approach to this problem, the Marching Cubes algorithm. The LBM outputs a vector field representing the fluid flow for the simulation domain. Marching Cubes divides this domain into cubes and identifies the cubes positioned at the boundaries of the liquid. For each of these cubes, the algorithm approximates a polygon (from a set of predefined possible configurations) to fit the cube, based on information from surrounding cubes and the vector field produced by the LBM. Minor extensions to Marching Cubes will be needed to improve the boundaries between objects and the free surface. GPU LBM Implementation: The LBM will be extended to a GPU architecture to reduce simulation run-time. We intend to make use of NVIDIA s CUDA [14] to implement the LBM. Moving Obstacle Integration: Our implementation will be developed to include fluid interaction with moving objects. For this project, moving objects refers to objects with a static shape that can move within a scene and interact with any fluid with which they come into contact. This is a two way interaction with a transfer of momentum from the object to the fluid as well as from the fluid to the object. Interaction between objects will be considered a possible extension to the project, given sufficient time. For our purposes, visual realism will be of greater importance than physical accuracy. This will allow us to use methods to reduce computation time at the cost of physical accuracy, such as using a multi-resolution lattice [20]. The speeds at which objects can move will be limited by the granularity of the simulation lattice and time-step. This is a relatively small constraint as both the time-step and the lattice granularity can be adjusted to accommodate a wide range of speeds. Houdini Fluid Solver Plug-in: We intend to develop a plug-in that will be an interface between our LBM simulations and Houdini. The benefit of building this plug-in is that we will not have to build a custom renderer, but can instead make use of Houdini s powerful Mantra renderer. This will also allow us to take advantage of Houdini s effective liquid rendering capabilities, ultimately yielding superior visuals. 6 Testing 6.1 Performance Testing The performance of both the CPU implementation and the GPU implementation will be measured in a series of test simulations. The focus of these tests is to identify the speed-up and reductions in run-time achievable with a GPU implementation. It is anticipated that developing and running these simulations will take up a significant part of the research time. This time has been taken into account for the work schedule presented in Figure 1. 4

5 Date Task 2009 June 2D LBM CPU Prototype 2009 July 2D LBM CPU Prototype with Moving Obstacles 2009 July GPU Implementation Design Iteration August GPU Implementation Design Iteration August 2D CPU LBM Implementation with Surface Extraction September 3D CPU LBM Implementation with Moving Obstacles 2009 October Houdini Integration Complete 2009 October 2D GPU Implementation with Moving Obstacles Complete 2009 November GPU Implementation Design Iteration December 3D GPU Implementation with Moving Obstacles Working 2010 April GPU Implementation Finalised 2010 May Testing Complete 2010 September Write-up Complete Table 1: Key Deadlines for Project Each test case will have a scene specifically designed to test a certain aspect of the simulation. For example, flooding a large city with water could be used to test the effect of many objects on performance. A common test case involving a wall of water collapsing from one side of the domain to the other, helps identify how scene asymmetry affects performance. We will choose a selection of test cases that are the most appropriate to our investigations. 6.2 Simulation Validation In the visual effects industry, visual quality is of more importance than physical accuracy. Furthermore, maintaining physical accuracy would result in simulation constraints reducing the possible benefits to be gained from a GPU implementation. It would also require further tests that would increase the scope of this project. Extensive physical validation of simulations will, therefore, not be considered vital to the success of this research. Simple physical validation will be done by comparing standard analytical solutions [4] with simulation results. The focus will be on the visual accuracy of the simulation. If the simulation results in liquid flows that are visually realistic, then our results will be acceptable for use in the visual effects industry. This validation will be done in the form of user tests, which will focus on specific aspects of visual accuracy and realism as well as the overall appeal. Breaking down visual accuracy and realism into separate components will help identify specific strengths and weaknesses of the simulation. References [1] Bridson, R., Fedkiw, R., and Müller-Fischer. Fluid simulation. In SIGGRAPH 06: SIGGRAPH Course Notes (2006). [2] Carlson, M., Mucha, P. J., and Turk, G. Rigid fluid: animating the interplay between rigid bodies and fluid. 5

6 ACM Trans. Graph. 23, 3 (2004), [3] Che, S., Meng, J., and Sheaffer, J. W. A performance study of general purpose applications on graphics processors. In First Workshop on General Purpose Processing on Graphics Processing Units (2007). [4] Chen, S., and Doolen, G. D. Lattice Boltzmann method for fluid flows. Annual Review of Fluid Mechanics 30 (January 1998), [5] Fan, Z., Qiu, F., Kaufman, A., and Yoakum-Stover, S. GPU cluster for high performance computing. In SC 04: Proceedings of the 2004 ACM/IEEE conference on Supercomputing (Washington, DC, USA, 2004), IEEE Computer Society, p. 47. [6] Fernando, R., and Kilgard, M. J. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics. Addison-Wesley Longman Publishing Co., Inc., Boston, MA, USA, [7] Ladd, A. J. C. Numerical simulations of particulate suspensions via a discretized boltzmann equation. part 2. numerical results. Journal of Fluid Mechanics Digital Archive 271, -1 (1994), [8] Li, W., Fan, Z., Wei, X., and Kaufman, A. GPU-based flow simluation with complex boundaries. In CPU Gems 2, M. Pharr, Ed. Addison Wesley, March 2005, ch. 47, pp [9] Li, W., Wei, X., and Kaufman, A. Implementing Lattice Boltzmann computation on graphics hardware. The Visual Computer 19, 7 8 (December 2003), [10] Lorensen, W. E., and Cline, H. E. Marching cubes: A high resolution 3d surface construction algorithm. In SIG- GRAPH 87: Proceedings of the 14th annual conference on Computer graphics and interactive techniques (New York, NY, USA, 1987), ACM, pp [11] Macedonia, M. The gpu enters computing s mainstream. Computer 36, 10 (October 2003), [12] Mei, R., Li-Luo, S., and Shyy, W. An accurate curved boundary treatment in the lattice boltzmann method. Tech. rep., [13] Mei, R., Shyy, W., Yu, D., and Luo, L.-S. Lattice Boltzmann method for 3-d flows with curved boundary. J. Comput. Phys. 161, 2 (2000), [14] NVIDIA. CUDA zone. nvidia.com/object/cuda_home.html, [15] Peng, L., Nomura, K.-i., Oyakawa, T., Kalia, R. K., Nakano, A., and Vashishta, P. Parallel Lattice Boltzmann flow simulation on emerging multi-core platforms. In Euro-Par 2009 Parallel Processing, vol. 5168/2008 of Lecture Notes in Computer Science. Springer Berlin / Heidelberg, August 2008, pp [16] Reid, A. Parallel fluid dynamics for the animation industry. Master s thesis, University of Cape Town, Cape Town, South Africa, May [17] Thürey, N., Iglberger, K., and Rüde, U. Free surface flows with moving and deforming objects for LBM. In Vision, Modeling, and Visualization (2006). [18] Tölke, J. Implementation of a Lattice Boltzmann kernel using the compute unified device architecture developed by NVIDIA. Computing and Visualization in Science (July 2008). [19] Wei, X., Li, W., Mueller, K., and Kaufman, A. The lattice-boltzmann method for simulating gaseous phenomena. Visualization and Computer Graphics, IEEE Transactions on 10, 2 (March- April 2004), [20] Zhao, Y., Qiu, F., Fan, Z., and Kaufman, A. Flow simulation with locally-refined LBM. In I3D 07: Proceedings of the 2007 symposium on Interactive 3D graphics and games (New York, NY, USA, 2007), ACM, pp

7 7 ID Task Name 1 Implementation 2 CPU Implementation 3 2D Prototype 4 2D with Moving Obstacles 5 2D with Surface Extraction 6 3D Full Simulation 7 CPU Implementation Complete 8 GPU Implementation 9 GPU Design Iteration 1 10 GPU Design Iteration 2 11 GPU Design Iteration D GPU LBM with Moving Obstacles 13 3D GPU LBM with Moving Obstacles 14 GPU Implementation Complete 15 Houdini Integration 16 Testing 17 Writing Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep 09/25 04/18 Lattice Boltzmann Liquid Simulation with Moving Objects on Graphics Hardware Task Split Progress Milestone Summary Project Summary External Tasks External Milestone Deadline Figure 1: A Gantt chart outlining the proposed work plan.

CGT 581 G Fluids. Overview. Some terms. Some terms

CGT 581 G Fluids. Overview. Some terms. Some terms CGT 581 G Fluids Bedřich Beneš, Ph.D. Purdue University Department of Computer Graphics Technology Overview Some terms Incompressible Navier-Stokes Boundary conditions Lagrange vs. Euler Eulerian approaches

More information

Free Surface Flows with Moving and Deforming Objects for LBM

Free Surface Flows with Moving and Deforming Objects for LBM Free Surface Flows with Moving and Deforming Objects for LBM Nils Thürey, Klaus Iglberger, Ulrich Rüde Institute for System Simulation (LSS), University of Erlangen-Nuremberg, Cauerstr. 6, 91058 Erlangen,

More information

Navier-Stokes & Flow Simulation

Navier-Stokes & Flow Simulation Last Time? Navier-Stokes & Flow Simulation Implicit Surfaces Marching Cubes/Tetras Collision Detection & Response Conservative Bounding Regions backtracking fixing Today Flow Simulations in Graphics Flow

More information

Software and Performance Engineering for numerical codes on GPU clusters

Software and Performance Engineering for numerical codes on GPU clusters Software and Performance Engineering for numerical codes on GPU clusters H. Köstler International Workshop of GPU Solutions to Multiscale Problems in Science and Engineering Harbin, China 28.7.2010 2 3

More information

Overview of Traditional Surface Tracking Methods

Overview of Traditional Surface Tracking Methods Liquid Simulation With Mesh-Based Surface Tracking Overview of Traditional Surface Tracking Methods Matthias Müller Introduction Research lead of NVIDIA PhysX team PhysX GPU acc. Game physics engine www.nvidia.com\physx

More information

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report Cloth Simulation CGI Techniques Report Tanja Munz Master of Science Computer Animation and Visual Effects 21st November, 2014 Abstract Cloth simulation is a wide and popular area of research. First papers

More information

Surface Tension Approximation in Semi-Lagrangian Level Set Based Fluid Simulations for Computer Graphics

Surface Tension Approximation in Semi-Lagrangian Level Set Based Fluid Simulations for Computer Graphics Surface Tension Approximation in Semi-Lagrangian Level Set Based Fluid Simulations for Computer Graphics Israel Pineda and Oubong Gwun Chonbuk National University israel_pineda_arias@yahoo.com, obgwun@jbnu.ac.kr

More information

Computer animation for fluid simulation of a high viscous fluid melting

Computer animation for fluid simulation of a high viscous fluid melting 2 nd WIETE Annual Conference on Engineering and Technology Education 2011 WIETE Pattaya, Thailand, 25-28 January 2011 Computer animation for fluid simulation of a high viscous fluid melting S. Lertkulvanich

More information

Lattice Boltzmann with CUDA

Lattice Boltzmann with CUDA Lattice Boltzmann with CUDA Lan Shi, Li Yi & Liyuan Zhang Hauptseminar: Multicore Architectures and Programming Page 1 Outline Overview of LBM An usage of LBM Algorithm Implementation in CUDA and Optimization

More information

Abstract. Introduction. Kevin Todisco

Abstract. Introduction. Kevin Todisco - Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image

More information

CUDA. Fluid simulation Lattice Boltzmann Models Cellular Automata

CUDA. Fluid simulation Lattice Boltzmann Models Cellular Automata CUDA Fluid simulation Lattice Boltzmann Models Cellular Automata Please excuse my layout of slides for the remaining part of the talk! Fluid Simulation Navier Stokes equations for incompressible fluids

More information

Simulation of moving Particles in 3D with the Lattice Boltzmann Method

Simulation of moving Particles in 3D with the Lattice Boltzmann Method Simulation of moving Particles in 3D with the Lattice Boltzmann Method, Nils Thürey, Christian Feichtinger, Hans-Joachim Schmid Chair for System Simulation University Erlangen/Nuremberg Chair for Particle

More information

Physically Based Simulation

Physically Based Simulation CSCI 480 Computer Graphics Lecture 21 Physically Based Simulation April 11, 2011 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s11/ Examples Particle Systems Numerical

More information

CS-184: Computer Graphics Lecture #21: Fluid Simulation II

CS-184: Computer Graphics Lecture #21: Fluid Simulation II CS-184: Computer Graphics Lecture #21: Fluid Simulation II Rahul Narain University of California, Berkeley Nov. 18 19, 2013 Grid-based fluid simulation Recap: Eulerian viewpoint Grid is fixed, fluid moves

More information

Interactive Fluid Simulation using Augmented Reality Interface

Interactive Fluid Simulation using Augmented Reality Interface Interactive Fluid Simulation using Augmented Reality Interface Makoto Fuisawa 1, Hirokazu Kato 1 1 Graduate School of Information Science, Nara Institute of Science and Technology, 8916-5 Takayama, Ikoma,

More information

Physically Based Simulation

Physically Based Simulation CSCI 420 Computer Graphics Lecture 21 Physically Based Simulation Examples Particle Systems Numerical Integration Cloth Simulation [Angel Ch. 9] Jernej Barbic University of Southern California 1 Physics

More information

Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs)

Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs) OBJECTIVE FLUID SIMULATIONS Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs) The basic objective of the project is the implementation of the paper Stable Fluids (Jos Stam, SIGGRAPH 99). The final

More information

Simulation of Liquid-Gas-Solid Flows with the Lattice Boltzmann Method

Simulation of Liquid-Gas-Solid Flows with the Lattice Boltzmann Method Simulation of Liquid-Gas-Solid Flows with the Lattice Boltzmann Method June 21, 2011 Introduction Free Surface LBM Liquid-Gas-Solid Flows Parallel Computing Examples and More References Fig. Simulation

More information

Shape of Things to Come: Next-Gen Physics Deep Dive

Shape of Things to Come: Next-Gen Physics Deep Dive Shape of Things to Come: Next-Gen Physics Deep Dive Jean Pierre Bordes NVIDIA Corporation Free PhysX on CUDA PhysX by NVIDIA since March 2008 PhysX on CUDA available: August 2008 GPU PhysX in Games Physical

More information

An Efficient Adaptive Vortex Particle Method for Real-Time Smoke Simulation

An Efficient Adaptive Vortex Particle Method for Real-Time Smoke Simulation 2011 12th International Conference on Computer-Aided Design and Computer Graphics An Efficient Adaptive Vortex Particle Method for Real-Time Smoke Simulation Shengfeng He 1, *Hon-Cheng Wong 1,2, Un-Hong

More information

A Particle Cellular Automata Model for Fluid Simulations

A Particle Cellular Automata Model for Fluid Simulations Annals of University of Craiova, Math. Comp. Sci. Ser. Volume 36(2), 2009, Pages 35 41 ISSN: 1223-6934 A Particle Cellular Automata Model for Fluid Simulations Costin-Radu Boldea Abstract. A new cellular-automaton

More information

CIMA Asia. Interactive Timetable Live Online

CIMA Asia. Interactive Timetable Live Online CIMA Asia Interactive Timetable 2017 2018 Live Online Version 1 Information last updated 09 October 2017 Please note: Information and dates in this timetable are subject to change. CIMA Cert BA Course

More information

Introduction to Chinese Water Painting on 3D Surface

Introduction to Chinese Water Painting on 3D Surface Introduction to Chinese Water Painting on 3D Surface Cheng Peng School of Computer Engineering Supervisors: Miao Chunyan, Nadia Thalmann Jan. 25 2011 Motivation Outline 2D Chinese ink painting Commercial

More information

Smoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University

Smoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University Smoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University 21st November 2014 1 Abstract This report is based on the implementation

More information

Interactive Fluid Simulation Using Augmented Reality Interface

Interactive Fluid Simulation Using Augmented Reality Interface Interactive Fluid Simulation Using Augmented Reality Interface Makoto Fuisawa and Hirokazu Kato Graduate School of Information Science, Nara Institute of Science and Technology, 8916-5 Takayama, Ikoma,

More information

AIMMS Function Reference - Date Time Related Identifiers

AIMMS Function Reference - Date Time Related Identifiers AIMMS Function Reference - Date Time Related Identifiers This file contains only one chapter of the book. For a free download of the complete book in pdf format, please visit www.aimms.com Aimms 3.13 Date-Time

More information

Grade 4 Mathematics Pacing Guide

Grade 4 Mathematics Pacing Guide Jul 2014 ~ August 2014 ~ Sep 2014 1 2 3 4 5 6 7 8 9 10 11 12 14 15 16 17 Routines 19 Routines 20 Routines BOY 22 BOY 23 24 11 12 14 29 15 30 31 Notes: Found Online @ wwweverydaymathonlinecom 1 More Calendars

More information

NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film

NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX

More information

Fluid Simulation. [Thürey 10] [Pfaff 10] [Chentanez 11]

Fluid Simulation. [Thürey 10] [Pfaff 10] [Chentanez 11] Fluid Simulation [Thürey 10] [Pfaff 10] [Chentanez 11] 1 Computational Fluid Dynamics 3 Graphics Why don t we just take existing models from CFD for Computer Graphics applications? 4 Graphics Why don t

More information

LATTICE-BOLTZMANN METHOD FOR THE SIMULATION OF LAMINAR MIXERS

LATTICE-BOLTZMANN METHOD FOR THE SIMULATION OF LAMINAR MIXERS 14 th European Conference on Mixing Warszawa, 10-13 September 2012 LATTICE-BOLTZMANN METHOD FOR THE SIMULATION OF LAMINAR MIXERS Felix Muggli a, Laurent Chatagny a, Jonas Lätt b a Sulzer Markets & Technology

More information

Reconstruction of Trees from Laser Scan Data and further Simulation Topics

Reconstruction of Trees from Laser Scan Data and further Simulation Topics Reconstruction of Trees from Laser Scan Data and further Simulation Topics Helmholtz-Research Center, Munich Daniel Ritter http://www10.informatik.uni-erlangen.de Overview 1. Introduction of the Chair

More information

GPU Methods for Real-Time Haptic Interaction with 3D Fluids

GPU Methods for Real-Time Haptic Interaction with 3D Fluids GPU Methods for Real-Time Haptic Interaction with 3D Fluids Meng Yang, Jingwan Lu, Alla Safonova, and Katherine J. Kuchenbecker Microsoft Corporation, Redmond, WA, USA and Information Science, University

More information

Computational Fluid Dynamics with the Lattice Boltzmann Method KTH SCI, Stockholm

Computational Fluid Dynamics with the Lattice Boltzmann Method KTH SCI, Stockholm Computational Fluid Dynamics with the Lattice Boltzmann Method KTH SCI, Stockholm March 17 March 21, 2014 Florian Schornbaum, Martin Bauer, Simon Bogner Chair for System Simulation Friedrich-Alexander-Universität

More information

CUDA Particles. Simon Green

CUDA Particles. Simon Green CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft Abstract Particle systems [1] are a commonly

More information

CIMA Asia. Interactive Timetable Live Online

CIMA Asia. Interactive Timetable Live Online CIMA Asia Interactive Timetable 2018 Live Online Information version 8 last updated 04/05/18 Please note information and dates are subject to change. Premium Learning Partner 2018 CIMA Cert BA Course Overview

More information

Freedom of Information Act 2000 reference number RFI

Freedom of Information Act 2000 reference number RFI P. Norris By email to: xxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxx.xxm 02 November 2011 Dear P. Norris Freedom of Information Act 2000 reference number RFI20111218 Thank you for your request under the Freedom

More information

Permeable and Absorbent Materials in Fluid Simulations

Permeable and Absorbent Materials in Fluid Simulations Permeable and Absorbent Materials in Fluid Simulations Nate Andrysco Bedrich Benes Department of Computer Science Slide 1 Motivation Fluid simulations are geared toward impermeable materials What if you

More information

Fluid Simulation. Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes

Fluid Simulation. Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes Fluid Simulation Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes 1) Introduction Figure 1.1: Realistic water and ice simulation using Blender,

More information

Simulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg

Simulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg Simulation in Computer Graphics Introduction Matthias Teschner Computer Science Department University of Freiburg Contact Matthias Teschner Computer Graphics University of Freiburg Georges-Koehler-Allee

More information

RENDERING WATER AND LAND INTERACTION USING A SPRING SYSTEM

RENDERING WATER AND LAND INTERACTION USING A SPRING SYSTEM RENDERING WATER AND LAND INTERACTION USING A SPRING SSTEM ifan Sui Andrew Davison Department of Computer Engineering Faculty of Engineering Prince of Songkla University Hat ai, Songkla, Thailand E-mail:

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Viscous Materials 5 Viscoelastic Materials 5 Fibres 5 Built-in Basic Primitives 6 Particle Emitters 6 Rigid Bodies

More information

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable

More information

Simulating Bubbles Michael Running Wolf 4/1/05. Introduction

Simulating Bubbles Michael Running Wolf 4/1/05. Introduction Simulating Bubbles Michael Running Wolf 4/1/05 Introduction In researching journal articles relating to simulating bubbles, two categories of work exist. In one body of work, the physical mechanics of

More information

BOUNDLESS FLUIDS USING THE LATTICE-BOLTZMANN METHOD. A Thesis. Presented to. the Faculty of California Polytechnic State University.

BOUNDLESS FLUIDS USING THE LATTICE-BOLTZMANN METHOD. A Thesis. Presented to. the Faculty of California Polytechnic State University. BOUNDLESS FLUIDS USING THE LATTICE-BOLTZMANN METHOD A Thesis Presented to the Faculty of California Polytechnic State University San Luis Obispo In Partial Fulfillment of the Requirements for the Degree

More information

Software Tools For Large Scale Interactive Hydrodynamic Modeling

Software Tools For Large Scale Interactive Hydrodynamic Modeling City University of New York (CUNY) CUNY Academic Works International Conference on Hydroinformatics 8-1-2014 Software Tools For Large Scale Interactive Hydrodynamic Modeling Gennadii Donchyts Fedor Baart

More information

Ray tracing based fast refraction method for an object seen through a cylindrical glass

Ray tracing based fast refraction method for an object seen through a cylindrical glass 20th International Congress on Modelling and Simulation, Adelaide, Australia, 1 6 December 2013 www.mssanz.org.au/modsim2013 Ray tracing based fast refraction method for an object seen through a cylindrical

More information

Simulating Smoke with an Octree Data Structure and Ray Marching

Simulating Smoke with an Octree Data Structure and Ray Marching Simulating Smoke with an Octree Data Structure and Ray Marching Edward Eisenberger Maria Montenegro Abstract We present a method for simulating and rendering smoke using an Octree data structure and Monte

More information

GPU-based Distributed Behavior Models with CUDA

GPU-based Distributed Behavior Models with CUDA GPU-based Distributed Behavior Models with CUDA Courtesy: YouTube, ISIS Lab, Universita degli Studi di Salerno Bradly Alicea Introduction Flocking: Reynolds boids algorithm. * models simple local behaviors

More information

Ship in a Bottle. 1 Modeling and Rendering the Water. Saket Patkar and Bo Zhu

Ship in a Bottle. 1 Modeling and Rendering the Water. Saket Patkar and Bo Zhu Ship in a Bottle Saket Patkar and Bo Zhu 1 Modeling and Rendering the Water We decided to get the basic ocean surface through a particle level set fluid simulation. The fluid simulator can only handle

More information

A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project. presented to. the Faculty of the Computer Science Department of

A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project. presented to. the Faculty of the Computer Science Department of A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project presented to the Faculty of the Computer Science Department of California Polytechnic State University, San Luis Obispo In Partial Fulfillment

More information

NMOSE GPCD CALCULATOR

NMOSE GPCD CALCULATOR NMOSE CALCULATOR It should be noted that all the recorded data should be from actual metered results and should not include any estimates. Gallons per Capita - v2.4 Beta Release Date: Mar, 16, 29 This

More information

LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS

LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS NAVIER-STOKES EQUATIONS u t + u u + 1 ρ p = Ԧg + ν u u=0 WHAT IS COMPUTATIONAL FLUID DYNAMICS? Branch of Fluid Dynamics which uses computer power to approximate

More information

Realtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research

Realtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research 1 Realtime Water Simulation on GPU Nuttapong Chentanez NVIDIA Research 2 3 Overview Approaches to realtime water simulation Hybrid shallow water solver + particles Hybrid 3D tall cell water solver + particles

More information

CUDA Particles. Simon Green

CUDA Particles. Simon Green CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007 Simon Green Fixed some mistakes,

More information

Interaction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang

Interaction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang 4th International Conference on Sensors, Measurement and Intelligent Materials (ICSMIM 2015) Interaction of Fluid Simulation Based on PhysX Physics Engine Huibai Wang, Jianfei Wan, Fengquan Zhang College

More information

DATE OF BIRTH SORTING (DBSORT)

DATE OF BIRTH SORTING (DBSORT) DATE OF BIRTH SORTING (DBSORT) Release 3.1 December 1997 - ii - DBSORT Table of Contents 1 Changes Since Last Release... 1 2 Purpose... 3 3 Limitations... 5 3.1 Command Line Parameters... 5 4 Input...

More information

Mass-Spring Systems. Last Time?

Mass-Spring Systems. Last Time? Mass-Spring Systems Last Time? Implicit Surfaces & Marching Cubes/Tetras Collision Detection & Conservative Bounding Regions Spatial Acceleration Data Structures Octree, k-d tree, BSF tree 1 Today Particle

More information

THE development of stable, robust and fast methods that

THE development of stable, robust and fast methods that 44 SBC Journal on Interactive Systems, volume 5, number 1, 2014 Fast Simulation of Cloth Tearing Marco Santos Souza, Aldo von Wangenheim, Eros Comunello 4Vision Lab - Univali INCoD - Federal University

More information

Pushing the Limits. ADSM Symposium Sheelagh Treweek September 1999 Oxford University Computing Services 1

Pushing the Limits. ADSM Symposium Sheelagh Treweek September 1999 Oxford University Computing Services 1 Pushing the Limits ADSM Symposium Sheelagh Treweek sheelagh.treweek@oucs.ox.ac.uk September 1999 Oxford University Computing Services 1 Overview History of ADSM services at Oxford October 1995 - started

More information

Alex Li 11/20/2009. Chris Wojtan, Nils Thurey, Markus Gross, Greg Turk

Alex Li 11/20/2009. Chris Wojtan, Nils Thurey, Markus Gross, Greg Turk Alex Li 11/20/2009 Chris Wojtan, Nils Thurey, Markus Gross, Greg Turk duction Overview of Lagrangian of Topological s Altering the Topology 2 Presents a method for accurately tracking the moving surface

More information

Architecture of Request Distributor for GPU Clusters

Architecture of Request Distributor for GPU Clusters 2012 Third Workshop on Applications for Multi-Core Architecture Architecture of Request Distributor for GPU Clusters Mani Shafaat Doost, S. Masoud Sadjadi School of Computing and Information Sciences Florida

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow 10 Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Fibres 5 Built-in Basic Primitives 5 Particle Emitters 6 Rigid Bodies 6 Soft Bodies 6 Fracture Tools 7 Joints 7

More information

3D Physics Engine for Elastic and Deformable Bodies. Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount

3D Physics Engine for Elastic and Deformable Bodies. Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount 3D Physics Engine for Elastic and Deformable Bodies Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount University of Maryland, College Park December 2002 Abstract The purpose of this project

More information

Two-Phase flows on massively parallel multi-gpu clusters

Two-Phase flows on massively parallel multi-gpu clusters Two-Phase flows on massively parallel multi-gpu clusters Peter Zaspel Michael Griebel Institute for Numerical Simulation Rheinische Friedrich-Wilhelms-Universität Bonn Workshop Programming of Heterogeneous

More information

International Supercomputing Conference 2009

International Supercomputing Conference 2009 International Supercomputing Conference 2009 Implementation of a Lattice-Boltzmann-Method for Numerical Fluid Mechanics Using the nvidia CUDA Technology E. Riegel, T. Indinger, N.A. Adams Technische Universität

More information

Next-generation CFD: Real-Time Computation and Visualization

Next-generation CFD: Real-Time Computation and Visualization Next-generation CFD: Real-Time Computation and Visualization Christian F. Janßen Hamburg University of Technology Tesla C1060, ~20 million lattice nodes [2010] Kinetic approaches for the simulation of

More information

Undergraduate Admission File

Undergraduate Admission File Undergraduate Admission File June 13, 2007 Information Resources and Communications Office of the President University of California Overview Population The Undergraduate Admission File contains data on

More information

Shallow Water Simulations on Graphics Hardware

Shallow Water Simulations on Graphics Hardware Shallow Water Simulations on Graphics Hardware Ph.D. Thesis Presentation 2014-06-27 Martin Lilleeng Sætra Outline Introduction Parallel Computing and the GPU Simulating Shallow Water Flow Topics of Thesis

More information

SFX - Tricks of the Trade Fredrik Limsäter Partner / CTO Fido Stockholm

SFX - Tricks of the Trade Fredrik Limsäter Partner / CTO Fido Stockholm S - Tricks of the Trade 2009 Fredrik Limsäter Partner / CTO Fido Stockholm Resume... and 20 or so commercials CTO what? Chief Technical Officer Building a high-end digital studio in Stockholm Front edge

More information

A Contact Angle Model for the Parallel Free Surface Lattice Boltzmann Method in walberla Stefan Donath (stefan.donath@informatik.uni-erlangen.de) Computer Science 10 (System Simulation) University of Erlangen-Nuremberg

More information

Acknowledgements. Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn. SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar

Acknowledgements. Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn. SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar Philipp Hahn Acknowledgements Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar 2 Outline Motivation Lumped Mass Model Model properties Simulation

More information

To Use or Not to Use: CPUs Cache Optimization Techniques on GPGPUs

To Use or Not to Use: CPUs Cache Optimization Techniques on GPGPUs To Use or Not to Use: CPUs Optimization Techniques on GPGPUs D.R.V.L.B. Thambawita Department of Computer Science and Technology Uva Wellassa University Badulla, Sri Lanka Email: vlbthambawita@gmail.com

More information

Navier-Stokes & Flow Simulation

Navier-Stokes & Flow Simulation Last Time? Navier-Stokes & Flow Simulation Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. Sketch the first few frames of a 2D explicit Euler mass-spring simulation for a 2x3 cloth network

More information

Performance and Accuracy of Lattice-Boltzmann Kernels on Multi- and Manycore Architectures

Performance and Accuracy of Lattice-Boltzmann Kernels on Multi- and Manycore Architectures Performance and Accuracy of Lattice-Boltzmann Kernels on Multi- and Manycore Architectures Dirk Ribbrock, Markus Geveler, Dominik Göddeke, Stefan Turek Angewandte Mathematik, Technische Universität Dortmund

More information

Parallel GPU-Based Fluid Animation. Master s thesis in Interaction Design and Technologies JAKOB SVENSSON

Parallel GPU-Based Fluid Animation. Master s thesis in Interaction Design and Technologies JAKOB SVENSSON Parallel GPU-Based Fluid Animation Master s thesis in Interaction Design and Technologies JAKOB SVENSSON Department of Applied Information Technology CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden

More information

SENSEI / SENSEI-Lite / SENEI-LDC Updates

SENSEI / SENSEI-Lite / SENEI-LDC Updates SENSEI / SENSEI-Lite / SENEI-LDC Updates Chris Roy and Brent Pickering Aerospace and Ocean Engineering Dept. Virginia Tech July 23, 2014 Collaborations with Math Collaboration on the implicit SENSEI-LDC

More information

New Concept for Article 36 Networking and Management of the List

New Concept for Article 36 Networking and Management of the List New Concept for Article 36 Networking and Management of the List Kerstin Gross-Helmert, AFSCO 28 th Meeting of the Focal Point Network EFSA, MTG SEAT 00/M08-09 THE PRESENTATION Why a new concept? What

More information

Level set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field

Level set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field Level Set Methods Overview Level set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field Convection Upwind ddifferencingi

More information

Characterization and Modeling of Deleted Questions on Stack Overflow

Characterization and Modeling of Deleted Questions on Stack Overflow Characterization and Modeling of Deleted Questions on Stack Overflow Denzil Correa, Ashish Sureka http://correa.in/ February 16, 2014 Denzil Correa, Ashish Sureka (http://correa.in/) ACM WWW-2014 February

More information

Example 13 - Shock Tube

Example 13 - Shock Tube Example 13 - Shock Tube Summary This famous experiment is interesting for observing the shock-wave propagation. Moreover, this case uses the representation of perfect gas and compares the different formulations:

More information

Numerical Algorithms on Multi-GPU Architectures

Numerical Algorithms on Multi-GPU Architectures Numerical Algorithms on Multi-GPU Architectures Dr.-Ing. Harald Köstler 2 nd International Workshops on Advances in Computational Mechanics Yokohama, Japan 30.3.2010 2 3 Contents Motivation: Applications

More information

Tutorial 17. Using the Mixture and Eulerian Multiphase Models

Tutorial 17. Using the Mixture and Eulerian Multiphase Models Tutorial 17. Using the Mixture and Eulerian Multiphase Models Introduction: This tutorial examines the flow of water and air in a tee junction. First you will solve the problem using the less computationally-intensive

More information

Large Displacement Optical Flow & Applications

Large Displacement Optical Flow & Applications Large Displacement Optical Flow & Applications Narayanan Sundaram, Kurt Keutzer (Parlab) In collaboration with Thomas Brox (University of Freiburg) Michael Tao (University of California Berkeley) Parlab

More information

Introduction to the immersed boundary method

Introduction to the immersed boundary method Introduction to the immersed boundary method Motivation. Hydrodynamics and boundary conditions The incompressible Navier-Stokes equations, ( ) u ρ + (u )u = p + ρν 2 u + f, () t are partial differential

More information

CNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1

CNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1 Jungle shot from Madagascar CNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1 Shannon Jeffries, PDI/Dreamworks (Art Director, Madagascar) Marilyn Friedman, PDI/Dreamworks

More information

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66 Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related

More information

NCC 2009, January 16-18, IIT Guwahati 267

NCC 2009, January 16-18, IIT Guwahati 267 NCC 2009, January 6-8, IIT Guwahati 267 Unsupervised texture segmentation based on Hadamard transform Tathagata Ray, Pranab Kumar Dutta Department Of Electrical Engineering Indian Institute of Technology

More information

Particle Simulation using CUDA. Simon Green

Particle Simulation using CUDA. Simon Green Particle Simulation using CUDA Simon Green sdkfeedback@nvidia.com July 2012 Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007

More information

COUNCIL MEETINGS July 2017 to June 2018

COUNCIL MEETINGS July 2017 to June 2018 COUNCIL MEETINGS Name 03-Jul 24-Jul 07-Aug 21-Aug 04-Sep 18-Sep 02-Oct 23-Oct 06-Nov 20-Nov 04-Dec 18-Dec 22-Jan 05-Feb 19-Feb 05-Mar 19-Mar 09-Apr 23-Apr 07-May 21-May 04-Jun 18-Jun Christie LA Sexton

More information

(LSS Erlangen, Simon Bogner, Ulrich Rüde, Thomas Pohl, Nils Thürey in collaboration with many more

(LSS Erlangen, Simon Bogner, Ulrich Rüde, Thomas Pohl, Nils Thürey in collaboration with many more Parallel Free-Surface Extension of the Lattice-Boltzmann Method A Lattice-Boltzmann Approach for Simulation of Two-Phase Flows Stefan Donath (LSS Erlangen, stefan.donath@informatik.uni-erlangen.de) Simon

More information

Navier-Stokes & Flow Simulation

Navier-Stokes & Flow Simulation Last Time? Navier-Stokes & Flow Simulation Optional Reading for Last Time: Spring-Mass Systems Numerical Integration (Euler, Midpoint, Runge-Kutta) Modeling string, hair, & cloth HW2: Cloth & Fluid Simulation

More information

A Real-time System of Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU

A Real-time System of Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU A Real-time System of Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU Chao Peng, Seung In Park, Yong Cao Computer Science Department, Virginia Tech, USA {chaopeng,spark80,yongcao}@vt.edu

More information

Infectious Diseases Media Kit. The Journal of. Advertising & Sales Contacts. Useful Information. jid.oxfordjournals.org

Infectious Diseases Media Kit. The Journal of. Advertising & Sales Contacts. Useful Information. jid.oxfordjournals.org 2013 Media Kit Advertising & Sales Contacts Naomi Reeves Advertising Sales Manager t: +44 (0) 1865 355396 e: naomi.reeves@oup.com For reprints, supplements or tailored products: e: corporate.services@oup.com

More information

SUGARSCAPE ON STEROIDS: SIMULATING OVER A MILLION AGENTS AT INTERACTIVE RATES ABSTRACT

SUGARSCAPE ON STEROIDS: SIMULATING OVER A MILLION AGENTS AT INTERACTIVE RATES ABSTRACT 53 SUGARSCAPE ON STEROIDS: SIMULATING OVER A MILLION AGENTS AT INTERACTIVE RATES R. M. D SOUZA *, Dept. of MEEM, Michigan Tech. University M. LYSENKO, Dept. of Computer Science, Michigan Tech. University

More information

Real-time haptic display of fluids

Real-time haptic display of fluids Mauricio Vines Ottawa, Ontario, K1N 6N5 Canada mvine059@site.uottawa.ca Real-time haptic display of fluids Javier Mora Ottawa, Ontario, K1N 6N5, Canada jmora091@uottawa.ca Won-Sook Lee Ottawa, Ontario,

More information

July 30, Q2 Quarterly Report on Progress in Processing Interconnection Requests; Docket No. ER

July 30, Q2 Quarterly Report on Progress in Processing Interconnection Requests; Docket No. ER California Independent System Operator Corporation The Honorable Kimberly D. Bose Secretary Federal Energy Regulatory Commission 888 First Street, N.E. Washington, D.C. 20426 July 30, 2010 Re: Q2 Quarterly

More information

Administrivia. Administrivia. Administrivia. CIS 565: GPU Programming and Architecture. Meeting

Administrivia. Administrivia. Administrivia. CIS 565: GPU Programming and Architecture. Meeting CIS 565: GPU Programming and Architecture Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider and Patrick Cozzi Meeting Monday and Wednesday 6:00 7:30pm Moore 212 Recorded lectures upon

More information

Image-Space-Parallel Direct Volume Rendering on a Cluster of PCs

Image-Space-Parallel Direct Volume Rendering on a Cluster of PCs Image-Space-Parallel Direct Volume Rendering on a Cluster of PCs B. Barla Cambazoglu and Cevdet Aykanat Bilkent University, Department of Computer Engineering, 06800, Ankara, Turkey {berkant,aykanat}@cs.bilkent.edu.tr

More information

Efficient Tridiagonal Solvers for ADI methods and Fluid Simulation

Efficient Tridiagonal Solvers for ADI methods and Fluid Simulation Efficient Tridiagonal Solvers for ADI methods and Fluid Simulation Nikolai Sakharnykh - NVIDIA San Jose Convention Center, San Jose, CA September 21, 2010 Introduction Tridiagonal solvers very popular

More information

Nigerian Telecommunications Sector

Nigerian Telecommunications Sector Nigerian Telecommunications Sector SUMMARY REPORT: Q4 and full year 2015 NATIONAL BUREAU OF STATISTICS 26th April 2016 Telecommunications Data The telecommunications data used in this report were obtained

More information