Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games 2007
DOI: 10.1145/1230100.1230132
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Flow simulation with locally-refined LBM

Abstract: We simulate 3D fluid flow by a locally-refined lattice Boltzmann method (LBM) on graphics hardware. A low resolution LBM simulation running on a coarse grid models global flow behavior of the entire domain with low consumption of computational resources. For regions of interest where small visual details are desired, LBM simulations are performed on fine grids, which are separate grids superposed on the coarse one. The flow properties on boundaries of the fine grids are determined by the global simulation on t… Show more

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Cited by 19 publications
(5 citation statements)
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References 34 publications
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“…The advent of DirectX 9 hardware in 2003 with floating point support, combined with early work on high level language support such as BrookGPU, Cg, and Sh, led to a rapid expansion of the field. [14][15][16][17][18][19] Brandvik and Pullan 20 show the implementation of 2D and 3D Euler solver on a single GPU, showing 29× speedup for the 2D solver and 16× speedup for the 3D solver. One unique feature of their paper is the implementation of the solvers in both BrookGPU and CUDA.…”
Section: Related Workmentioning
confidence: 99%
“…The advent of DirectX 9 hardware in 2003 with floating point support, combined with early work on high level language support such as BrookGPU, Cg, and Sh, led to a rapid expansion of the field. [14][15][16][17][18][19] Brandvik and Pullan 20 show the implementation of 2D and 3D Euler solver on a single GPU, showing 29× speedup for the 2D solver and 16× speedup for the 3D solver. One unique feature of their paper is the implementation of the solvers in both BrookGPU and CUDA.…”
Section: Related Workmentioning
confidence: 99%
“…In terms of computational accuracy, the 32-bit single-precision GPU pipeline offers sufficient accuracy for many LBM flow simulations in interactive applications. A GPU-based LBM implementation has been used for interactive modeling of 3D natural phenomena, such as soap bubbles and feathers in the wind [23], fire [26], smoke propagation [25], flow on curved surfaces [4] and heat shimmering and mirage [24].…”
Section: Resultsmentioning
confidence: 99%
“…While INSE solvers are inherently difficult to parallelize, kinetic solvers use a local formulation and thus are naturally scalable and well suited for implementation on highly parallel GPUs. Similar to earlier parallelization methods for INSE solvers on the GPU, texture and render buffers were initially used to accelerate kinetic solvers [85], [86]. Using CUDA, GPU implementations of kinetic solvers became much simpler.…”
Section: Gpu Optimizations For Parallel Kinetic Solversmentioning
confidence: 99%