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Particle Fluids in Real Time with OpenCL

29

A real-time demonstration of particla fluids using OpenCL (GPU hardware acceleration):

enjalot writes:

Gentlemen, behold! (Ladies too). At last I have something to show! My advisor and I have finally gotten to a point in our implementation of our Real Time Particle System that it can see the light of day. We have been working on an OpenCL implementation of the SPH method for simulating real time fluids. At this point it looks pretty good, which is the scientific way of saying there is still a lot of work to do. Take a look at the video to see it in action inside the Blender Game Engine!

Link

29 Comments

  1. Will this be a special plugin or built and is it to be part of 2.5 and only for BGE?

    look very nice with real time!

    happy 2.5

  2. Is it the MacBook Pro 13 powered by Nvidia or Intel? In fact, i don't even know if Intel GMA is programmable. :)

    Thank you Enja

  3. maybe know people see the advantage of looking into openCL.
    This is a great area of application.

    Fluids can be so slow to work with and this really seems to speed
    up the process.

    Good job Enjalot.

  4. For fluids (SPH etc) iso-surface generation is the biggest challenge, so it would be great if you come up with a fast solution.

    We are actively working on using OpenCL (and DirectCompute) for GPU acceleration in Bullet, so if your work is under a permissive license (Zlib/MIT/BSD) please consider contributing to Bullet.

    Thanks and Happy 2011!
    Erwin

  5. One question though - let's say OpenCL can support (at least now) only BGE. Your simulations reminds of fluid simulation but it will never create a surface I guess? Or will it be possible to use BGE "fluid" instead of fluid with domains etc?

  6. This + Bullet >> Lagoa Multiphysics

    Could be used for all sort of things...

    Don't use this stuff for games only.

    Maybe Ton & al. could use that in their next open movie (as an incentive to add this in blender asap).

  7. Thanks for the kind words everyone!
    To answer a few questions:

    coffee: everyone knows that a programmer's primary function is to process coffee into code

    BGE vs. Blender: This is a project for my master's thesis which is concerned with creating educational games for the sciences, so my primary focus is the BGE. It is open source code so hopefully others will help it cross over

    License + Bullet: I plan to do either MIT or BSD. I'm doing my best to develop the library standalone so it is not limited to just the BGE. As my skill and understanding increases I'm looking towards Bullet, but right now my library is still a research project in its infancy.

    Mesh: Another student in my group is exploring methods for surface extraction (can be done as part of SPH algorithm) and other surface rendering techniques. One thing to keep in mind is that if the real-time restriction is lifted (for rendering frames) then existing surface generation techniques can also work

    @Enjanist (great name) this macbook pro is powered by nvidia and you are correct, onboard intel gpu's can't support OpenCL. (intel does have an alpha version of an OpenCL implementation)

    again, thanks and I'm glad you guys are excited! I look forward to posting again soon ;)

  8. Nice work man! Way to represent for the noles and Blender. When I worked at the high magnetic field lab at FSU they never let me use blender. Its good to see you working with it :P

  9. Hello,
    When will this be ready? I can use it now on a project simulating water through a long Sewer system.
    Do you have an Addon I can install now in Blender 2.57b?

    Thank you,
    Scott

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