Media Summary: 65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because ... In this video, David Richie, President of Brown Deer Technology, presents 131 072 particles. Rendered using sphere point sprites. 17 FPS on Radeon HD 5850. This video is speeded up 3 times.

Opencl Sph Simulation 4 - Detailed Analysis & Overview

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because ... In this video, David Richie, President of Brown Deer Technology, presents 131 072 particles. Rendered using sphere point sprites. 17 FPS on Radeon HD 5850. This video is speeded up 3 times. about 4K Particles average 160fps on Intel HD4000 Graphics with

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OpenCL SPH Simulation #4
SPH Particle Simulation by OpenCL
OpenCL for Molecular Dynamic Simulations of CPU/GPU Architectures
SPH Particle Simulation by OpenCL (High Quality)
More Galaxy Simulations with OpenCL
OpenCL SPH Simulation #5 (playing with mass forces)
Real-time basic SPH fluid simulation using OpenCL.net For GPU computation
OpenCL SPH Simulation #1
OpenCL IISPH Test
SPH Simulation 4
OpenCL SPH Simulation #3
Preliminary results of OpenCL-based GPU-accelerated SPH simulation
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OpenCL SPH Simulation #4

OpenCL SPH Simulation #4

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because ...

SPH Particle Simulation by OpenCL

SPH Particle Simulation by OpenCL

Here is an

OpenCL for Molecular Dynamic Simulations of CPU/GPU Architectures

OpenCL for Molecular Dynamic Simulations of CPU/GPU Architectures

In this video, David Richie, President of Brown Deer Technology, presents

SPH Particle Simulation by OpenCL (High Quality)

SPH Particle Simulation by OpenCL (High Quality)

Here is an

More Galaxy Simulations with OpenCL

More Galaxy Simulations with OpenCL

More Galaxy

OpenCL SPH Simulation #5 (playing with mass forces)

OpenCL SPH Simulation #5 (playing with mass forces)

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because ...

Real-time basic SPH fluid simulation using OpenCL.net For GPU computation

Real-time basic SPH fluid simulation using OpenCL.net For GPU computation

I have worked on

OpenCL SPH Simulation #1

OpenCL SPH Simulation #1

131 072 particles. Rendered using sphere point sprites. 17 FPS on Radeon HD 5850. This video is speeded up 3 times.

OpenCL IISPH Test

OpenCL IISPH Test

I've recently been learning

SPH Simulation 4

SPH Simulation 4

Little

OpenCL SPH Simulation #3

OpenCL SPH Simulation #3

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because ...

Preliminary results of OpenCL-based GPU-accelerated SPH simulation

Preliminary results of OpenCL-based GPU-accelerated SPH simulation

This is the results of a

Real-Time SPH Water Simulation with OpenCL

Real-Time SPH Water Simulation with OpenCL

about 4K Particles average 160fps on Intel HD4000 Graphics with