We present a framework for the interactive simulation of fluids coupled with rigid bodies that targets heterogeneous distributed computing architectures. Specifically, our proposed approach is well-suited for computer graphics applications that combine servers with large compute capactiy with low-end devices. In this setting, a global large-scale fluid simulation is performed on servers using high-end compute hardware, and local refinement of fluid and rigid body coupling is performed on a client with limited compute resources, such as a tablet or smartphone. We demonstrate the effectiveness of our framework to simulate large and complex scenes involving wind, ocean, and dynamic objects, all while providing plausible interactions through fluid-rigid coupling.
BibTeX
@inproceedings{fluidRigid2024,
author = {Shi, Haoyang and Zordan, Victor and Yang, Yin and Andrews, Sheldon},
title = {Adaptive Distributed Simulation of Fluids and Rigid Bodies},
year = {2024},
booktitle = {Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games},
articleno = {6},
numpages = {10},
location = {Arlington, VA, USA},
series = {MIG ‘24}
doi = {10.1145⁄3677388.3696334}
}