A Position-Based Fluid Method with Dynamic Smoothing Length

Traditional position-based fluid (PBF) methods often suffer from interpolation inaccuracies and limited computational efficiency due to their fixed smoothing length. To address these limitations, this paper proposes an adaptive smoothing length model and implements full-pipeline parallel acceleration on GPUs. By incorporating both local neighbor count and density variation, the model dynamically adjusts particle smoothing length. This adaptation effectively mitigates two issues: surface distortion due to insufficient interpolation in sparse regions, and performance degradation caused by computational redundancy in dense regions. To resolve neighbor search asymmetry introduced by dynamic smoothing lengths, we designed a symmetry handling technique based on maximum smoothing length and an efficient spatial hashing search algorithm. Experimental results across multiple scenarios (including dam break and droplet impact) demonstrate that our method maintains simulation stability comparable to the fixed smoothing length approach while improving computational efficiency and enhancing local particle distribution uniformity. The improved uniformity is evidenced by a significant reduction in the variance of neighbor particle counts. Visually, the method yields more natural results for dynamic details such as splashing and fragmentation, thereby ensuring the visual realism of the simulations.

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Publication Details

Journal
Computers
Published
2025-12-30
DOI
https://doi.org/10.3390/computers15010011
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00

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article

A Position-Based Fluid Method with Dynamic Smoothing Length

Xirun Li, Changjun Zou
Computers
Computer Graphics and Visualization Techniques
article

A Position-Based Fluid Method with Dynamic Smoothing Length

Xirun Li, Changjun Zou
article en

Abstract

Traditional position-based fluid (PBF) methods often suffer from interpolation inaccuracies and limited computational efficiency due to their fixed smoothing length. To address these limitations, this paper proposes an adaptive smoothing length model and implements full-pipeline parallel acceleration on GPUs. By incorporating both local neighbor count and density variation, the model dynamically adjusts particle smoothing length. This adaptation effectively mitigates two issues: surface distortion due to insufficient interpolation in sparse regions, and performance degradation caused by computational redundancy in dense regions. To resolve neighbor search asymmetry introduced by dynamic smoothing lengths, we designed a symmetry handling technique based on maximum smoothing length and an efficient spatial hashing search algorithm. Experimental results across multiple scenarios (including dam break and droplet impact) demonstrate that our method maintains simulation stability comparable to the fixed smoothing length approach while improving computational efficiency and enhancing local particle distribution uniformity. The improved uniformity is evidenced by a significant reduction in the variance of neighbor particle counts. Visually, the method yields more natural results for dynamic details such as splashing and fragmentation, thereby ensuring the visual realism of the simulations.

ComputersVol. 15(1)
East China Jiaotong University (CN)
National Natural Science Foundation of China
Openalex Percentile: Top 20%
Computer Graphics and Visualization Techniques
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