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Category Archives: GPGPU
Fluid Simulation
Today I’ve finished my fluid implementation using SPH (Smoothed Particle Hydrodynamics) method for my thesis master degree. As can be seen in the video below, I archived two way coupling between fluids and rigid bodies. At this time, I need … Continue reading
Depth Peeling in CUDA
I’ve been working on an algorithm to generate a set of polygons from a given image using CUDA and GLSL. This technique is generally called Depth Peeling [1,2,3]. To setup the data coming from and to textures, I’ve used the … Continue reading