Research Output
Integrating real-time fluid simulation with a voxel engine
  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.

  • Type:

    Article

  • Date:

    29 July 2016

  • Publication Status:

    Published

  • Publisher

    Springer

  • DOI:

    10.1007/s40869-016-0020-5

  • Cross Ref:

    20

  • Library of Congress:

    TA Engineering (General). Civil engineering (General)

  • Dewey Decimal Classification:

    620 Engineering and allied operations

  • Funders:

    Erasmus

Citation

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

Authors

Keywords

Voxels, fluid, geometry shader, real-time, video games, graphical processing unit, GPU

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