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GPU fluids in production: a compiler approach to parallelism

Published: 07 August 2011 Publication History

Abstract

Fluid effects in films require the utmost flexibility, from manipulating a small lick of flame to art-directing a huge tidal wave. While fluid solvers are increasingly making use of GPU hardware, one of the biggest challenges is taking advantage of this technology without compromising on either adaptability or performance. We developed the Jet toolset comprised of a high-level language and compiler for structured grids and migrated the grid solver from our proprietary fluid solver, Squirt achieving significant acceleration.

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References

[1]
Adve, V., and Lattner, C. 2003. LLVA: A Low-level Virtual Instruction Set Architecture. In Proceedings of the 36th annual ACM/IEEE international symposium on Microarchitecture (MICRO-36).
[2]
Bailey, D., and Masters, I., 2010. GPU fluids in production: Accelerating the pressure projection, July 25. Siggraph Talk.

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      cover image ACM Conferences
      SIGGRAPH '11: ACM SIGGRAPH 2011 Talks
      August 2011
      73 pages
      ISBN:9781450309745
      DOI:10.1145/2037826
      • Conference Chair:
      • Mark Elendt
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 07 August 2011

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