by Egor Churaev
par Egor Churaev
This article presented a fluid simulation that combines integral and differential numerical techniques to achieve an algorithm that takes time linear in the number of grid points or particles. The overall simulation can’t be faster than that because each particle has to be accessed to be rendered. It also provides better results than the treecode because the latter uses approximations everywhere...
This sample demonstrates optimized compute shaders for displaying HDR images
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