An efficient parallel method for photo-realistic fluid animation

ABSTRACTFluid animation often appears in applications such as games, films and cartoons. How to animate photo-realistic fluid motion efficiently is an important issue. We present an efficient parallel method for photo-realistic fluid animation in this paper. Our method is designed to generate fluid animation results with high efficiency on a cluster system. To do this, we categorize the computers in our cluster system into two classes, the server and the client. The server controls the process of the fluid animation while the clients are responsible for numerical computation. Given 3D virtual environment and fluid initial condition, we make pre-processing on the server so as to decompose the fluid animation task into several subtasks. Thus, the computation domain is divided into blocks and each client executes numerical computation for one block. The blocks of two adjacent clients are overlapped to keep the continuity of the solution across subdomain interface. We demonstrate the efficiency of our method ...

[1]  Lan Chen,et al.  Semantic based representing and organizing surveillance big data using video structural description technology , 2015, J. Syst. Softw..

[2]  Renato Pajarola,et al.  Adaptive Sampling and Rendering of Fluids on the GPU , 2008, VG/PBG@SIGGRAPH.

[3]  Dongrui Fan,et al.  Fast and scalable lock methods for video coding on many-core architecture , 2014, J. Vis. Commun. Image Represent..

[4]  Andoni Rivera Pinto,et al.  Real-Time Simulation and Rendering of 3D Fluids , 2018 .

[5]  Hong Liu,et al.  Rigid‐motion‐inspired liquid character animation , 2013, Comput. Animat. Virtual Worlds.

[6]  Matthias Teschner,et al.  A Parallel SPH Implementation on Multi‐Core CPUs , 2011, Comput. Graph. Forum.

[7]  Lan Chen,et al.  Semantic Link Network-Based Model for Organizing Multimedia Big Data , 2014, IEEE Transactions on Emerging Topics in Computing.

[8]  Renato Pajarola,et al.  Interactive SPH simulation and rendering on the GPU , 2010, SCA '10.

[9]  Jos Stam,et al.  Stable fluids , 1999, SIGGRAPH.

[10]  Guijuan Zhang,et al.  A Scene Processing Method for Fluid Simulation: A Scene Processing Method for Fluid Simulation , 2010 .

[11]  Andrew V. Knyazev,et al.  Steepest Descent and Conjugate Gradient Methods with Variable Preconditioning , 2007, SIAM J. Matrix Anal. Appl..

[12]  Lan Chen,et al.  Semantic enhanced cloud environment for surveillance data management using video structural description , 2014, Computing.

[13]  Huamin Wang,et al.  Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface Flows , 2014, ACM Trans. Graph..

[14]  Rüdiger Westermann,et al.  Realistic and interactive simulation of rivers , 2006, Graphics Interface.

[15]  Bülent Özgüç,et al.  GPU-Based Neighbor-Search Algorithm for Particle Simulations , 2009, J. Graphics, GPU, & Game Tools.

[16]  Shigeo Takahashi,et al.  Constraint-based simulation of interactions between fluids and unconstrained rigid bodies , 2009, SCCG.