Dr. Micheal J. Gourlay has published a 5-part series on the Intel Software Network about Fluid Simulation for Video Games. From his own description:
This article, the fifth in a series, describes the profiling and optimization of a fluid simulation, presented in the third and fourth articles. The first article summarized fluid dynamics; the second surveyed fluid simulation techniques; and the third and fourth presented a vortex-particle fluid simulation with two-way fluid-body interactions, which runs in real time. This article exploits yet another feature of Intel® Threading Building Blocks (Intel® TBB) to spread more work across multiple threads. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
A great read covering simulation and animation, along with some complex CFD and parallelization strategies. Read all five parts: