Affiliation:
1. LightSpeed Studios, China
2. LightSpeed Studios, USA
3. Inria / Ecole Polytechnique, France
Abstract
Kinetic solvers for incompressible fluid simulation were designed to run efficiently on massively parallel architectures such as GPUs. While these lattice Boltzmann solvers have recently proven much faster and more accurate than the macroscopic Navier-Stokes-based solvers traditionally used in graphics, it systematically comes at the price of a very large memory requirement: a mesoscopic discretization of statistical mechanics requires over an order of magnitude more variables per grid node than most fluid solvers in graphics. In order to open up kinetic simulation to gaming and simulation software packages on commodity hardware, we propose a HighOrder Moment-Encoded Lattice-Boltzmann-Method solver which we coined HOME-LBM, requiring only the storage of a few moments per grid node, with little to no loss of accuracy in the typical simulation scenarios encountered in graphics. We show that our lightweight and lightspeed fluid solver requires three times less memory and runs ten times faster than state-of-the-art kinetic solvers, for a nearly-identical visual output.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design
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