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Fire and Flame Simulation using Particle Systems and Graphical Processing Units

机译:使用粒子系统和图形处理单元进行火灾和火焰仿真

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Simulating fire, flames or other natural phenomena can be difficult because of the inherently complex systems used to model them, while also requiring an adequate amount of realism visually. Simulating such a system in real-time can also be a problem if the system is too large, so a parallel computing techniques can be used to good effect. Particle systems have been shown to simulate flames and fires particularly well at relatively low computational cost. We describe how a simple particle system approach can be used to simulate a fire or flame in real-time in conjunction with using data parallelization, achieving a substantial performance speed up on graphical processing units (GPUs). Using NVidia's Compute Unified Device Architecture (CUDA) and OpenGL interoperability functionality allows for further performance increases when rendering the simulation with GPUs. Additionally, different rendering techniques are used to investigate trade-offs between performance speed and visual realism.
机译:模拟火灾,火焰或其他自然现象可能是困难的,因为用于模拟它们的固有复杂的系统,同时还需要在视觉上需要足够的现实性。如果系统过大,则在实时模拟这样的系统也可能是一个问题,因此并行计算技术可以用来效果良好。已经显示粒子系统以以相对低的计算成本特别良好地模拟火焰和触发。我们描述了如何使用简单的粒子系统方法来使用数据并行化实时模拟火灾或火焰,从而在图形处理单元(GPU)上实现了实质性的性能。使用NVIDIA的计算统一设备架构(CUDA)和OpenGL互操作性功能允许在使用GPU的模拟时进一步增加性能。此外,不同的渲染技术用于调查性能速度和视觉现实主义之间的权衡。

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