Vortex: Simulated Fire Whirls « Rama Hoetzlein

Vortex: Simulated Fire Whirls


Vortex is a fluid simulator for fire and smoke written in C++ and DX Compute. Vortex solves the Navier-Stokes fluid equations of motion using Jos Stam’s stable fluids method, and the MacCormack method for detail preservation. The simulator runs entirely on the GPU, with interactive rates up to resolutions up of 1024^3 at 20 fps.

A volume raycasting engine renders the fluid as a final image, also on the GPU, by sampling the volume. The raycaster supports a piecewise-linear function to allow arbitrary transfer functions that enable a wide range of visualization options from fire, to smoke, to oily clouds.

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New Website Launched

November 12, 2014November 12, 2014
news_siteThis new personal website contains previously unpublished videos, updated content, and more on teaching materials and current research.

Fluids v.3.1 presented at GPU Technology Conference 2014

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news_fluidsNovel methods for fluid simulation were presented at the GPU Technology Conference, in Santa Clara, CA. The new Fluids v.3.1 can simulate over 4 million particles at 4 fps, is easier to build, and runs on CUDA 5.0 and 5.5.

Starting Position as Graphics Developer with NVIDIA

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nvidia_logoThis January, 2013, I start a new position in Graphics Research at NVIDIA Corporation in Santa Clara, CA, working with CAD clients to develop GPU technologies, and exploring topics in computer graphics.