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GPU fluids in production: a compiler approach to parallelism

Dan Bailey, Ian Masters, Matt Warner
Double Negative Visual Effects
ACM SIGGRAPH 2011, SIGGRAPH ’11, 2011

@inproceedings{bailey2011gpu,

   title={GPU fluids in production: a compiler approach to parallelism},

   author={Bailey, D. and Masters, I. and Warner, M.},

   booktitle={ACM SIGGRAPH 2011 Talks},

   pages={4},

   year={2011},

   organization={ACM}

}

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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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