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Integrating real-time fluid simulation with a voxel engine

Zadick, Johanne; Kenwright, Benjamin; Mitchell, Kenny


Johanne Zadick

Benjamin Kenwright


We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012., 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.

Journal Article Type Article
Acceptance Date Jul 2, 2016
Online Publication Date Jul 29, 2016
Publication Date 2016-09
Deposit Date Jul 7, 2016
Publicly Available Date Sep 6, 2016
Journal The Computer Games Journal
Electronic ISSN 2052-773X
Publisher BMC
Peer Reviewed Peer Reviewed
Volume 5
Issue 1-2
Pages 55-64
Keywords Voxels, fluid, geometry shader, real-time, video games, graphical processing unit, GPU
Public URL
Publisher URL
Contract Date Sep 6, 2016


Integrating real-time fluid simulation with a Voxel engine. (1.2 Mb)

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Open Access: This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (, which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

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