LEADER 02597oam 2200433zu 450 001 9910140988403321 005 20241212220105.0 010 $a9780769543598 010 $a0769543596 035 $a(CKB)2670000000089058 035 $a(SSID)ssj0000669379 035 $a(PQKBManifestationID)12312966 035 $a(PQKBTitleCode)TC0000669379 035 $a(PQKBWorkID)10708300 035 $a(PQKB)11294357 035 $a(NjHacI)992670000000089058 035 $a(EXLCZ)992670000000089058 100 $a20160829d2011 uy 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$a2010 Brazilian Symposium on Games and Digital Entertainment 210 31$a[Place of publication not identified]$cIEEE$d2011 215 $a1 online resource (xiii, 242 pages) $cillustrations 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a9781612843919 311 08$a1612843913 330 $aSimulation 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. 606 $aEntertainment computing$vCongresses 615 0$aEntertainment computing 676 $a790.20285 702 $aIEEE Staff 801 0$bPQKB 906 $aPROCEEDING 912 $a9910140988403321 996 $a2010 Brazilian Symposium on Games and Digital Entertainment$92313485 997 $aUNINA