Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment

José Ricardo da S. Junior, E. Clua, A. Montenegro, P. Pagliosa
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引用次数: 13

Abstract

Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by solving the Navier-Stokes set of equations, using a numerical method in CPU or GPU, independently, as these equations do not have an analytical solution. The real time simulacraon also requires the simulation of interaction of the particles with objects in the scene, requiring many collision and contact forces calculation, which may drastically increase the computational time. In this paper we propose an heterogeneous multicore CPU and GPU hybrid architecture for fluid simulation with two-ways of interaction between them, and with a fine granularity control over rigid body's shape collision. We also show the impact of this heterogeneous architecture over GPU and CPU bounded simulations, which is commonly used for this kind of application. The heterogeneous architecture developed in this work is developed to best fit the Single Instruction Multiple Thread (SIMT) model used by GPUs in all simulation stages, allowing a high level performance increase.
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基于异构GPU和CPU环境的双向交互刚体流体仿真
模拟自然现象,如水和烟雾,是提高视频游戏实时场景真实感的一个非常重要的课题。除了图形方面,为了达到真实感,需要对其复杂的控制方程进行正确的模拟和求解,需要大量的计算工作。流体模拟是通过在CPU或GPU中独立使用数值方法求解Navier-Stokes方程组来实现的,因为这些方程没有解析解。实时仿真还需要模拟场景中粒子与物体的相互作用,需要计算大量的碰撞力和接触力,这可能会大大增加计算时间。本文提出了一种异构多核CPU和GPU混合的流体仿真体系结构,实现了CPU和GPU之间的双向交互,并对刚体形状碰撞进行了细粒度控制。我们还展示了这种异构架构对GPU和CPU有限模拟的影响,这种模拟通常用于这类应用程序。在这项工作中开发的异构架构是为了最适合gpu在所有仿真阶段使用的单指令多线程(SIMT)模型,从而实现高水平的性能提升。
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