by Adam Lake

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Chapter 7.3. Fast GPU Fluid Simulation in PhysX

Simon Schirm and Mark Harris, NVIDIA Corporation

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Over the past several years, physically based simulation has become an important feature of games. Effects based on physical simulation of phenomena such as liquid, smoke, particulate debris, cloth, and rigid body dynamics greatly increase the level of realism and detail in a game. These effects can be expensive to simulate using traditional sequential approaches, especially in a complex game engine where the CPU is already handling many expensive tasks. On the other hand, there is a lot of data parallelism in many physical simulations, and the GPUs in most modern PCs and consoles are powerful parallel processors ...

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