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87
The PARSEC benchmark suite: Characterization and architectural implications
- IN PRINCETON UNIVERSITY
, 2008
"... This paper presents and characterizes the Princeton Application Repository for Shared-Memory Computers (PARSEC), a benchmark suite for studies of Chip-Multiprocessors (CMPs). Previous available benchmarks for multiprocessors have focused on high-performance computing applications and used a limited ..."
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Cited by 150 (1 self)
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This paper presents and characterizes the Princeton Application Repository for Shared-Memory Computers (PARSEC), a benchmark suite for studies of Chip-Multiprocessors (CMPs). Previous available benchmarks for multiprocessors have focused on high-performance computing applications and used a limited number of synchronization methods. PARSEC includes emerging applications in recognition, mining and synthesis (RMS) as well as systems applications which mimic large-scale multithreaded commercial programs. Our characterization shows that the benchmark suite covers a wide spectrum of working sets, locality, data sharing, synchronization and off-chip traffic. The benchmark suite has been made available to the public.
Simulating Water and Smoke with an Octree Data Structure
, 2004
"... We present a method for simulating water and smoke on an unrestricted octree data structure exploiting mesh refinement techniques to capture the small scale visual detail. We propose a new technique for discretizing the Poisson equation on this octree grid. The resulting linear system is symmetric ..."
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Cited by 115 (9 self)
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We present a method for simulating water and smoke on an unrestricted octree data structure exploiting mesh refinement techniques to capture the small scale visual detail. We propose a new technique for discretizing the Poisson equation on this octree grid. The resulting linear system is symmetric positive definite enabling the use of fast solution methods such as preconditioned conjugate gradients, whereas the standard approximation to the Poisson equation on an octree grid results in a non-symmetric linear system which is more computationally challenging to invert. The semi-Lagrangian characteristic tracing technique is used to advect the velocity, smoke density, and even the level set making implementation on an octree straightforward. In the case of smoke, we have multiple refinement criteria including object boundaries, optical depth, and vorticity concentration. In the case of water, we refine near the interface as determined by the zero isocontour of the level set function.
Point Based Animation of Elastic, Plastic and Melting Objects
, 2004
"... We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original sha ..."
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Cited by 76 (12 self)
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We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio. In each step
Fluid Control Using the Adjoint Method
- ACM TRANS. GRAPH. (SIGGRAPH PROC
, 2004
"... We describe a novel method for controlling physics-based fluid simulations through gradient-based nonlinear optimization. Using a technique known as the adjoint method, derivatives can be computed efficiently, even for large 3D simulations with millions of control parameters. In addition, we introdu ..."
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Cited by 52 (1 self)
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We describe a novel method for controlling physics-based fluid simulations through gradient-based nonlinear optimization. Using a technique known as the adjoint method, derivatives can be computed efficiently, even for large 3D simulations with millions of control parameters. In addition, we introduce the first method for the full control of free-surface liquids. We show how to compute adjoint derivatives through each step of the simulation, including the fast marching algorithm, and describe a new set of control parameters specifically designed for liquids.
Animating sand as a fluid
- ACM Trans. Graph. (Proc. SIGGRAPH
, 2005
"... My thesis presents a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulat ..."
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Cited by 52 (3 self)
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My thesis presents a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator within frictional regime with only a few small additions to account for inter-grain and boundary friction, yet with visually acceptable result. We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame. ii Contents ii
Animating Gases with Hybrid Meshes
, 2005
"... This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh, we are able to combine tetrahedral cells with re ..."
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Cited by 36 (1 self)
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This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh, we are able to combine tetrahedral cells with regular hexahedral cells in a single mesh. This hybrid mesh offers both accuracy near obstacles and efficiency in open regions.
Particle-based Viscoelastic Fluid Simulation
, 2005
"... We present a new particle-based method for viscoelastic fluid simulation. We achieve realistic small-scale behavior of substances such as paint or mud as they splash on moving objects. Incompressibility and particle anti-clustering are enforced with a double density relaxation procedure which upda ..."
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Cited by 32 (0 self)
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We present a new particle-based method for viscoelastic fluid simulation. We achieve realistic small-scale behavior of substances such as paint or mud as they splash on moving objects. Incompressibility and particle anti-clustering are enforced with a double density relaxation procedure which updates particle positions according to two opposing pressure terms. From this process surface tension effects emerge, enabling drop and filament formation. Elastic and non-linear plastic effects are obtained by adding springs with varying rest length between particles. We also extend the technique to handle interaction between fluid and dynamic objects. Various simulation scenarios are presented including rain drops, fountains, clay manipulation, and floating objects. The method is robust and stable, and can animate splashing behavior at interactive framerates.
Interaction of Fluids with Deformable Solids
- JOURNAL OF COMPUTER ANIMATION AND VIRTUAL WORLDS (CAVW
, 2004
"... In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is ..."
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Cited by 27 (6 self)
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In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is
Particle-Based Fluid-Fluid Interaction
, 2005
"... The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computer graphics lately, the mutual interaction of different types of fluids such as air and water or water and wax has r ..."
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Cited by 22 (2 self)
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The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computer graphics lately, the mutual interaction of different types of fluids such as air and water or water and wax has received much less attention although these types of interaction are the basis for a variety of important phenomena. In this paper we propose a new technique to model fluid-fluid interaction based on the Smoothed Particle Hydrodynamics (SPH) method. For the simulation of air-water interaction, air particles are generated on the fly only where needed. We also model dynamic phase changes and interface forces. Our technique makes possible the simulation of phenomena such as boiling water, trapped air and the dynamics of a lava lamp.
Wave particles
- ACM Transactions on Graphics (Proceedings of SIGGRAPH
, 2007
"... Figure 1: Sample frames captured from our real-time simulation system (approximately 100,000 wave particles) We present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offer ..."
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Cited by 16 (1 self)
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Figure 1: Sample frames captured from our real-time simulation system (approximately 100,000 wave particles) We present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to wave simulation. We show how graphics hardware can be used to convert wave particles to a height field surface, which is warped horizontally to account for local wave-induced flow. The method is appropriate for most fluid simulation situations that do not involve significant global flow. It is demonstrated to work well in constrained areas, including wave reflections off of boundaries, and in unconstrained areas, such as an ocean surface. Interactions with floating objects are easily integrated by including wave forces on the objects and wave generation due to object motion. Theoretical foundations and implementation details are provided, and experiments demonstrate that we achieve plausible realism. Timing studies show that the method is scalable to allow simulation of wave interaction with several hundreds of objects at real-time rates.

