MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER
Fluid simulation requires a high number of particles with stable, high framerate in order to make it look realistic and seamless. This final project talks about the implementation of fluid simulation on Graphics Processing Unit (GPU) with compute shader in order to increase the performance of the si...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/21537 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:21537 |
---|---|
spelling |
id-itb.:215372017-10-09T10:28:06ZMATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER JONATHAN (NIM : 13513044), CLIFF Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/21537 Fluid simulation requires a high number of particles with stable, high framerate in order to make it look realistic and seamless. This final project talks about the implementation of fluid simulation on Graphics Processing Unit (GPU) with compute shader in order to increase the performance of the simulation. <br /> <br /> <br /> The simulation uses Material Point Method (MPM) so the simulated fluid material can be easily adjusted to need. The implementation on GPU was done by parallelizing the fluid simulation code and compute shader will execute the parallelized simulation code. The parallelization was done by dividing the simulation into six phases that are going to be executed in serial the whole simulation, but each of them will be run in parallel. <br /> <br /> <br /> The implementation of MPM fluid simulation is done with Cinder library with C++ language. The simulation code is written on six different compute shaders based on the phases that are going to be run in parallel. The test result of the fluid simulation on GPU with compute shader shows significance improvement in the performance of the fluid simulation. The test also shows that the optimal number of work groups differs between GPUs. <br /> <br /> <br /> MPM fluid simulation succeeded to be implemented on GPU with compute shader by dividing the simulation to six phases. The result of the implementation also proved the significant improvement in performance. The optimal number of work groups is different for every GPUs, so consideration is needed when choosing the number of work groups. text |
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
Fluid simulation requires a high number of particles with stable, high framerate in order to make it look realistic and seamless. This final project talks about the implementation of fluid simulation on Graphics Processing Unit (GPU) with compute shader in order to increase the performance of the simulation. <br />
<br />
<br />
The simulation uses Material Point Method (MPM) so the simulated fluid material can be easily adjusted to need. The implementation on GPU was done by parallelizing the fluid simulation code and compute shader will execute the parallelized simulation code. The parallelization was done by dividing the simulation into six phases that are going to be executed in serial the whole simulation, but each of them will be run in parallel. <br />
<br />
<br />
The implementation of MPM fluid simulation is done with Cinder library with C++ language. The simulation code is written on six different compute shaders based on the phases that are going to be run in parallel. The test result of the fluid simulation on GPU with compute shader shows significance improvement in the performance of the fluid simulation. The test also shows that the optimal number of work groups differs between GPUs. <br />
<br />
<br />
MPM fluid simulation succeeded to be implemented on GPU with compute shader by dividing the simulation to six phases. The result of the implementation also proved the significant improvement in performance. The optimal number of work groups is different for every GPUs, so consideration is needed when choosing the number of work groups. |
format |
Final Project |
author |
JONATHAN (NIM : 13513044), CLIFF |
spellingShingle |
JONATHAN (NIM : 13513044), CLIFF MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
author_facet |
JONATHAN (NIM : 13513044), CLIFF |
author_sort |
JONATHAN (NIM : 13513044), CLIFF |
title |
MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
title_short |
MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
title_full |
MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
title_fullStr |
MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
title_full_unstemmed |
MATERIAL POINT METHOD BASED FLUID SIMULATION ON GRAPHICS PROCESSING UNIT WITH COMPUTE SHADER |
title_sort |
material point method based fluid simulation on graphics processing unit with compute shader |
url |
https://digilib.itb.ac.id/gdl/view/21537 |
_version_ |
1822019531222024192 |