@article { , title = {Integrating real-time fluid simulation with a voxel engine}, abstract = {We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. http://minecraft.gamepedia.com/Liquid), thus providing a dynamic and realistic fluid simulation in a voxel environment. An assessment of existing simulators and voxel engines is investigated, and an efficient real-time method to integrate optimized fluid simulations with voxel-based rasterisation on graphics hardware is demonstrated. We compare graphics processing unit (GPU) computer processing for a well-known incompressible fluid advection method with recent results on geometry shader-based voxel rendering. The rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely GPU-resident algorithm.}, doi = {10.1007/s40869-016-0020-5}, eissn = { 2052-773X}, issue = {1-2}, journal = {The Computer Games Journal}, pages = {55-64}, publicationstatus = {Published}, publisher = {BMC}, url = {http://researchrepository.napier.ac.uk/id/eprint/10413}, volume = {5}, keyword = {620 Engineering and allied operations, TA Engineering (General). Civil engineering (General), Voxels, fluid, geometry shader, real-time, video games, graphical processing unit, GPU}, year = {2016}, author = {Zadick, Johanne and Kenwright, Benjamin and Mitchell, Kenny} }