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    <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9</link>
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    <item>
      <title>By MichaelK</title>
      <description><![CDATA[ This is a really great series of articles!
Especially the optimization part, with low level assembly and the higher level grid hierarchy was interesting, as the usual information you gather seem to be made for GPU, which don't exploit those smart techniques.
It was a great reading with the morning coffee, Thanks for that!

I'm curious if you have any plans to write about SPH fluid simulations, it would be interesting to know how it compares in terms of performance and memory usage. "Video games" usually have quite big levels/maps and from the memory point of view SPH seems to be interesting, as the 3d-grid based navier stoke computations can be just applied to a small sandbox, even if your multi-resolution with O(N) would make it fast enough.

don't stop! :) ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-57957</link>
      <pubDate>Mon, 28 Mar 2011 00:47:59 -0700</pubDate>
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    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Hi MichaelK,

Thanks for the encouragement and feedback!

Regarding SPH, I have no immediate plans, mainly because Bridson and Mueller have covered that topic in depth and I didn't see a demand for yet another treatment of that approach.

I have a ways to go before exhausting the potential of vortex particles, and I have seen no other treatment of them suitable for use in video games.

Last summer, at SIGGRAPH, Steffen Weissmann published an article using vortex filaments that looks impressive but they incorrectly formulated interaction with rotating bodies; they had their vortex lines on the surface of the rotating body -- a severe violation of mathematics (not to mention physics) and it results in nonsense.  I mentioned that to them at the conference and at first they didn't recognize their error and tried to explain to /me/ my mistake (though I made none), but privately afterwards Steffen admitted their mistake.  Not sure if they've fixed it.  I wouldn't be surprised if the got another publication out of their work, with the "new feature" that their simulation supports interaction with rotating bodies.

As an aside, most SIGGRAPH referees are fairly out of their element when they review fluid simulation simulation techniques.  One example that demonstrates the silliness of it: One referee complained about an author of a recent paper for inventing the term "vorton" -- a term which has been around for decades (to 1984 at least) and is commonplace in the vortex method community.  Even a quick journal search reveals that.  Anyway, they fumble; SIGGRAPH is not the best source information about for fluid simulation, nor about real-time interactive simulations, try as they might to delve into those realms.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58082</link>
      <pubDate>Thu, 31 Mar 2011 23:04:21 -0700</pubDate>
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      <title>By Visualize this! Game Samples from Intel &amp;#8211; Intel Software Network Blogs</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58562</link>
      <pubDate>Tue, 12 Apr 2011 12:55:05 -0700</pubDate>
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      <title>By Visualize this! Game Samples from Intel &amp;#8211; Intel Software Network Blogs</title>
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      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58563</link>
      <pubDate>Tue, 12 Apr 2011 12:55:05 -0700</pubDate>
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      <title>By Visualize this! Game Samples from Intel &amp;#8211; Intel Software Network Blogs</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58564</link>
      <pubDate>Tue, 12 Apr 2011 12:55:08 -0700</pubDate>
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      <title>By Visualize this! Game Samples from Intel | ServerGround.net</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58572</link>
      <pubDate>Tue, 12 Apr 2011 13:20:02 -0700</pubDate>
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      <title>By Visualize this! Randy Trulson on Cortex and Megaloptura | ServerGround.net</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-58878</link>
      <pubDate>Wed, 20 Apr 2011 10:58:55 -0700</pubDate>
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      <title>By Tutorial sobre simulación de fluidos &amp;laquo; Daniel Parente Blog</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-61629</link>
      <pubDate>Thu, 07 Jul 2011 08:40:40 -0700</pubDate>
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      <title>By Bouancy software | Imagekora</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/#comment-71167</link>
      <pubDate>Mon, 05 Mar 2012 22:24:13 -0800</pubDate>
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