Real-Time Particle-Based Fluid Simulation
Overview
Rendering realistic moving water is one of the key techniques that
immerse the viewers into interactive graphics world including computer
games. Physical simulations based on computational fluid
dynamics (CFD) is useful for rendering the realistic behaviour of
water. However, real-time fluid rendering has been one of the challenging
tasks because of high computational cost of CFD. This research shows the fast
implementation of the simulation based on Smoothed Particle Hydrodynamics.
The demo binary shows it can handle 2000 particles at about 30 fps on Pentium 4 2.8GHz. And you can interact with the fluids by dragging.
Screenshots

Download
Last Update:2005/11/23
System Requirements
- Microsoft Windows 2000 or later
- Intel x86 Compatible Processor
- OpenGL ARB Fragment Program and Vertex Program Currently water is not shaded properly on some ATI RADEON series
FAQ
- Why don't you use GPU for the simulation?
I've implemented the GPU-assited version and conducted several experiments. However, it was slower than CPU-only. I concluded current GPU is not suited for this application compared to CPU. Interested readers may get useful information from this paper.
- When will you release the source?
After finishing my current works. It will be after March 2005, I guess.
Acknowledgement
The cubemap texture included in the demo is credited to Peter Murphy. Thank you, Paul Bourke!
References
- J.J. Monaghan, "Smoothed Particle Hydrodynamics", Annual Review of Astronomy and Astrophysics, 30:543-574, 1992.
- Mathieu Desbrun and Marie-Paule Gascuel, "Smoothed particles: a new
paradigm for animating highly deformable bodies", In Proceedings of the
Eurographics workshop on Computer animation and simulation '96, pages
61-76. Springer-Verlag New York, Inc., 1996.
- Matthias Muller, David Charypar, and Markus Gross, "Particle-based fluid
simulation for interactive applications", In Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer animation, pages 154-159. Eurographics Association, 2003.
- T. Amada, M. Imura, Y. Yasumuro, Y. Manabe and K. Chihara,
"Particle-Based Fluid Simulation on GPU", ACM Workshop on General-Purpose Computing on Graphics Processors and SIGGRAPH 2004 Poster Session, LA. California, 2004.
Link
Takashi AMADA, mail: morph {at} bk.iij4u.or.jp