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 SPH Simulation #2

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.



OpenCL SPH Simulation #3

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.



OpenCL SPH Simulation #4

65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.



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 I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.



Szablon by Sliffka