26 January 2014 by Woody Chow on fluid simulation | cublas | CUDA | navier-stokes | blas | ray marching | cusparse | berkeley

Eulerian Fluid Simulation in CUDA

Introduction This was the final project for both the graduate level Computer Graphics class and parallel computing class at Berkeley. A high performance Eulerian fluid simulation kernel is implemented in CUDA. The core of this kernel is a highly parallelized Conjugate Gradient matrix solver, which heavily utilized CUDA's BLAS library.

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25 January 2014 by Woody Chow on ambient occlusion | RSM | SSAO | screen space ambient occlusion | OpenGL | realtime | reflective shadow maps | berkeley

Reflective Shadow Maps and SSAO

Introduction Reflective Shadow Maps (RSM) [2] is an extension of shadow maps to estimate one bounce indirect illumination using per pixel lighting. Screen Space Ambient Occlusion is a technique originally developed for the video game Crysis to estimate ambient occlusion in real time. The focus of this is to produce

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