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A heterogeneous system based on GPU and multi-core CPU for real-time fluid and rigid body simulation

机译:基于GPU和多核CPU的异构系统,用于实时流体和刚体仿真

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Computational fluid dynamics in simulation has become an important field not only for physics and engineering areas but also for simulation, computer graphics, virtual reality and even video game development. Many efficient models have been developed over the years, but when many contact interactions must be processed, most models present difficulties or cannot achieve real-time results when executed. The advent of parallel computing has enabled the development of many strategies for accelerating the simulations. Our work proposes a new system which uses some successful algorithms already proposed, as well as a data structure organisation based on a heterogeneous architecture using CPUs and GPUs, in order to process the simulation of the interaction of fluids and rigid bodies. This successfully results in a two-way interaction between them and their surrounding objects. As far as we know, this is the first work that presents a computational collaborative environment which makes use of two different paradigms of hardware architecture for this specific kind of problem. Since our method achieves real-time results, it is suitable for virtual reality, simulation and video game fluid simulation problems.View full textDownload full textKeywordsGPU computing, GPU-CPU load balancing, real-time simulation, smoothed particle hydrodynamics, computational fluid dynamicsRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/10618562.2012.683789
机译:仿真中的计算流体动力学不仅已成为物理和工程领域的重要领域,而且已成为仿真,计算机图形学,虚拟现实乃至视频游戏开发的重要领域。这些年来已经开发了许多有效的模型,但是当必须处理许多接触交互时,大多数模型执行起来会遇到困难或无法获得实时结果。并行计算的出现使得能够开发出许多加速仿真的策略。我们的工作提出了一个新系统,该系统使用已经提出的一些成功算法,以及一个基于使用CPU和GPU的异构体系结构的数据结构组织,以便处理流体与刚体相互作用的模拟。这成功地导致了它们与周围物体之间的双向交互。据我们所知,这是介绍计算协作环境的第一篇工作,该环境利用两种不同的硬件体系结构范式解决这一特定类型的问题。由于我们的方法获得了实时结果,因此适用于虚拟现实,仿真和视频游戏流体仿真问题。查看全文下载全文关键字GPU计算,GPU-CPU负载平衡,实时仿真,平滑粒子流体动力学,计算流体动力学相关变量addthis_config = {ui_cobrand:“泰勒和弗朗西斯在线”,servicescompact:“ citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,更多”,发布:“ ra-4dff56cd6bb1830b”};添加到候选列表链接永久链接http://dx.doi.org/10.1080/10618562.2012.683789

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