00987nam0-2200325---450-99000909578040332120090929115008.02708404350000909578FED01000909578(Aleph)000909578FED0100090957820090929d1995----km-y0itay50------bafreengFRa-------001yy<<L'>>espace des lumièresarchitecture et philosophie, de Ledoux à FourierAnthony Vidlertraduit par Catherine FraixeParisPicard1995327 p.ill.24 cmVilles et sociétés2001<<The >>writing of the world23438Architettura neoclassicaFranciaVidler,Anthony<1941- >10688ITUNINARICAUNIMARCBK99000909578040332111.2892272DARSTDARSTWriting of the world23438UNINA01712nas 22006013a 450 99620973300331620221206220250.01558-4208(OCoLC)37953966(CKB)954928593018(CONSER)--2005215262(DE-599)ZDB2390861-0(EXLCZ)9995492859301819971118b19871998 s-- aengurcnu||||||||txtrdacontentcrdamediacrrdacarrierComputers in physicsCollege Park, Md. American Institute of Physics-1998Refereed/Peer-reviewed0894-1866 CIPCOMPUT PHYSCOMPUT PHYComput. phys.Comput. phys.PhysicsData processingPeriodicalsComputersPeriodicalsPhysiqueInformatiquePériodiquesOrdinateursPériodiquesComputersfast(OCoLC)fst00872776PhysicsData processingfast(OCoLC)fst01063041NatuurkundegttComputersgttToepassingengttPeriodicals.fastPhysicsData processingComputersPhysiqueInformatiqueOrdinateursComputers.PhysicsData processing.Natuurkunde.Computers.Toepassingen.530American Institute of Physics.JOURNAL996209733003316Computers in physics878008UNISA02597oam 2200433zu 450 991014098840332120241212220105.097807695435980769543596(CKB)2670000000089058(SSID)ssj0000669379(PQKBManifestationID)12312966(PQKBTitleCode)TC0000669379(PQKBWorkID)10708300(PQKB)11294357(NjHacI)992670000000089058(EXLCZ)99267000000008905820160829d2011 uy engur|||||||||||txtccr2010 Brazilian Symposium on Games and Digital Entertainment[Place of publication not identified]IEEE20111 online resource (xiii, 242 pages) illustrationsBibliographic Level Mode of Issuance: Monograph9781612843919 1612843913 Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by solving the Navier-Stokes set of equations, using a numerical method in CPU or GPU, independently, as these equations do not have an analytical solution. The real time simulacraon also requires the simulation of interaction of the particles with objects in the scene, requiring many collision and contact forces calculation, which may drastically increase the computational time. In this paper we propose an heterogeneous multicore CPU and GPU hybrid architecture for fluid simulation with two-ways of interaction between them, and with a fine granularity control over rigid body's shape collision. We also show the impact of this heterogeneous architecture over GPU and CPU bounded simulations, which is commonly used for this kind of application. The heterogeneous architecture developed in this work is developed to best fit the Single Instruction Multiple Thread (SIMT) model used by GPUs in all simulation stages, allowing a high level performance increase.Entertainment computingCongressesEntertainment computing790.20285IEEE StaffPQKBPROCEEDING99101409884033212010 Brazilian Symposium on Games and Digital Entertainment2313485UNINA