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Abstract(s)
This thesis addresses the real-time simulation of 3D water, both on the CPU and
on the GPU. The stable fluids method is extended to 3D, and implemented both on
the CPU and on the GPU. The GPU-based implementation is done using the NVIDIA
Compute Unified Device Architecture API (Application Programming Interface),
shortly CUDA. The stable fluids method requires the use of an iterative sparse linear
system solver. Therefore, three solvers were implemented on both CPU and GPU,
namely Jacobi, Gauss-Seidel, and Conjugate Gradient solvers. Rendering of water
or its velocities, of the moving obstacles, of the static obstacles, and of the world
are done using Vertex Buffer Objects (VBOs). In the CPU-based version standard
OpenGL VBOs are used, while on the GPU-based version OpenGL-CUDA interoperability
VBOs and standard OpenGL VBOs are used.
Description
Keywords
Computação gráfica - 3D Renderização em 3D Renderização da água Renderização - Métodos CUDA (Arquitectura da computação)