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dc.contributor.advisorParke, Frederic
dc.creatorSanford, Mathew
dc.date.accessioned2012-10-19T15:30:00Z
dc.date.accessioned2012-10-22T18:04:16Z
dc.date.available2012-10-19T15:30:00Z
dc.date.available2012-10-22T18:04:16Z
dc.date.created2012-08
dc.date.issued2012-10-19
dc.date.submittedAugust 2012
dc.identifier.urihttps://hdl.handle.net/1969.1/ETD-TAMU-2012-08-11500
dc.description.abstractFluid simulations are computationally intensive and therefore time consuming and expensive. In the field of visual effects, it is imperative that artists be able to efficiently move through iterations of the simulation to quickly converge on the desired result. One common fluid simulation technique is the Smoothed Particle Hydrodynamics (SPH) method. This method is highly parellelizable. I have implemented a method to integrate a Graphics Processor Unit (GPU) accelerated SPH capability into the 3D software package Houdini. This helps increase the speed with which artists are able to move through these iterations. This approach is extendable to allow future accelerations of the algorithm with new SPH techniques. Emphasis is placed on the infrastructure design so it can also serve as a guideline for both GPU programming and integrating custom code with Houdini.en
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.subjectSPHen
dc.subjectSmoothed Particle Hydrodynamicsen
dc.subjectHoudinien
dc.subjectFluid Simulationen
dc.subjectOpenGLen
dc.titleA GPU Accelerated Smoothed Particle Hydrodynamics Capability For Houdinien
dc.typeThesisen
thesis.degree.departmentVisualizationen
thesis.degree.disciplineVisualizationen
thesis.degree.grantorTexas A&M Universityen
thesis.degree.nameMaster of Scienceen
thesis.degree.levelMastersen
dc.contributor.committeeMemberKeyser, John
dc.contributor.committeeMemberMcNamara, Ann
dc.type.genrethesisen
dc.type.materialtexten


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