This video appeared on Nvidia's Matthias Müller-Fischer youtube channel, a demonstration of what they called "Mass-Conserving Eulerian Liquid Simulation", a new method used to generate a realistic liquid Simulation using the GPU, compared with traditional computing system on 3D and 2D the result is outstanding, bellow an abstract of the used method.
Abstract: We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total volume of the liquid does not decrease over time. Our method handles moving solid boundaries as well as cells that are partially filled with solids. Due to its stability, it allows the use of large time steps which makes it suitable for both off-line and real-time applications. We achieve this by using density based surface tracking with a novel, unconditionally stable, conservative advection scheme and a novel interface sharpening method. While our approach conserves mass, volume loss is still
possible but only temporarily. With constant mass, local volume loss causes a local increase of the density used for surface tracking which we detect and correct over time. We also propose a density post-processing method to reveal sub-grid details of the liquid surface.We show the effectiveness of the proposed method in several practical examples all running either at interactive rates or in real-time.
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