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High-Performance, Modern Code Optimizations for Computational Fluid Dynamics

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Authored by Dr. Michael J. Gourlay Last updated on 11/16/2015 - 14:33
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This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
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Fluid Simulation for Video Games (part 4)

This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
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Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
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Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Authored by Dr. Michael J. Gourlay Last updated on 11/16/2015 - 14:30
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Fluid Simulation for Video Games (part 18)

By Dr. Michael J. Gourlay

Authored by admin Last updated on 11/16/2015 - 14:30
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Fluid Simulation for Video Games (part 16)

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Download Fluid Simulation for Video Games (part 16) [PDF 770KB]

Authored by Dr. Michael J. Gourlay Last updated on 11/16/2015 - 14:29
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Fluid Simulation for Video Games (part 15)

This article—the 15th in the series—describes a rudimentary SPH fluid simulation used to model a fluid in a container.
Authored by Dr. Michael J. Gourlay Last updated on 11/16/2015 - 14:29
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Fluid Simulation for Video Games (part 17)

Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
Authored by Dr. Michael J. Gourlay Last updated on 11/16/2015 - 14:26
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