Integrating real-time fluid simulation with a voxel engine
Zadick, Johanne; Kenwright, Benjamin; Mitchell, Kenny
Prof Kenny Mitchell K.Mitchell2@napier.ac.uk
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.
Zadick, J., Kenwright, B., & Mitchell, K. (2016). Integrating real-time fluid simulation with a voxel engine. The Computer Games Journal, 5(1-2), 55-64. https://doi.org/10.1007/s40869-016-0020-5
|Journal Article Type||Article|
|Acceptance Date||Jul 2, 2016|
|Online Publication Date||Jul 29, 2016|
|Deposit Date||Jul 7, 2016|
|Publicly Available Date||Sep 6, 2016|
|Journal||The Computer Games Journal|
|Peer Reviewed||Peer Reviewed|
|Keywords||Voxels, fluid, geometry shader, real-time, video games, graphical processing unit, GPU|
Integrating real-time fluid simulation with a Voxel engine.
Publisher Licence URL
Open Access: This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), 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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