Smoothed Particle Hydrodynamics with gpusphsim
A master’s thesis by Øystein Krog integrates into the open-source Ogre3d system to provide CUDA-accelerated smoothed particle hydrodynamics.
This work is part of my masters thesis in Computer Science at NTNU (Norwegian University of Science and Technology).
I have created a SPH library that uses the power of the GPU (through CUDA) to simulate fluids with extremely high performance (“real-time”).
In addition I have created a small demo application that uses Ogre to render the simulation interactively.
The application (and library) supports simple “wall” boundaries as well as “terrain” boundaries. The terrain is rendered using Ogre’s excellent new terrain component.
The results are impressive, and I almost swear I saw this at the SIGGRAPH Real-Time theater. If not, then something very similar. The ability to simulate thousands of particles in real-time is one of those very GPGPU-like problems.
The demo at SIGGRAPH first simulated the particles, then used a multi-pass rendering technique to make the result looks like real semitranslucent water.