A first look at a new GPU implementation of a fluid solver on a MAC grid using the fluid implicit particle method (FLIP), which greatly reduces numerical dissipation.
The implementation uses 3rd order Runge-Kutta for advection and conjugate gradients with an incomplete poisson preconditioner for the heat diffusion- and pressure solve. Additionally, vorticity confinement is employed to further enhance small-scale detail. A simple heat-dependent buoyancy model creates the fluid flow; a variable density solve is not yet implemented.
The simulation runs on a 1280x720 grid with 5 million particles on average. The number of particles, the timestep and the number of CG iterations are chosen adaptively.
Per-frame time is at 350ms on average on a GTX480. A total of 400mb of video memory are used by the method.
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