Abstract We present separable Poisson filters to accelerate the projection step in Eulerian fluid simulation. These filters are analytically computed offline and are easy to integrate into any fluid algorithm with a Poisson pressure computation step. We take advantage of the recursive structure of the Jacobi method to construct and then reduce a kernel that is used to solve the Poisson pressure entirely on GPU. Our method demonstrates promising speedups that scale well with both the grid resolution and the target Jacobi iteration.
Keywords computing methodologies, physical simulation, fluids simulation, game industry, computer graphics and realism
@inproceedings {10.2312:sca.20201221,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Showcases},
editor = {Holden, Daniel},
title = {{Fast Eulerian Fluid Simulation In Games Using Poisson Filters}},
author = {Rabbani, Amir H. and Khiat, Soufiane},
year = {2020},
publisher = {The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-3-03868-129-8},
DOI = {10.2312/sca.20201221}
}
More Figures.
A. 3D object normal computation through Laplacian edge detection applied to the depth buffer. B. 2D fire colliding with the 3D object using the normals computed in A. C. Mesh slicing to partially set the 3D model on fire using he same technique in A. D. Another view of C.