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Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games

  • August 24, 2011
  • Jeff Freeman (Intel)
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This video is an overview of the session Jeff Freeman, Intel Software Engineer, presented at GDC 2009. In the session you could learn how to easily add real-time 3D smoke, fog and other fluid simulations to your game without using up the GPU.

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This video is an overview of the session Jeff Freeman, Intel Software Engineer, presented at GDC 2009. In the session you could learn how to easily add real-time 3D smoke, fog and other fluid simulations to your game without using up the GPU. In this session, we will present the source code to a fluid simulator optimized for multi-core CPUs. Our simulation source code can easily be integrated by game developers into their engines to produce unique 3D effects. Traditional methods of fire and smoke rendering typically involve billboarded particle systems, imposters, and other 2D-based viewpoint simulations. While these methods produce acceptable visuals, they are 2D imposters in a 3D world. Modern multi-core processors are now powerful enough to deliver compelling 3D representations of gases and liquids. The Navier-Stokes equations produce a beautiful and naturally evolving simulation and have been used in offline rendering for movies, engineering applications, and research. With some simplification coupled with the increasing power of modern, multi-core processors, the application of the Navier-Stokes equations for fluid simulations in real-time is now possible. Attendees will learn how to integrate an efficient fluid simulation that scales with modern multi-core processors into their code, providing real-time fluid simulations tailored to model smoke, fire, and fog.

For more information visit: http://www.intel.com/software/visualadrenaline and for updates on Kaboom you can send an e-mail to kaboomcode@intel.com

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