Beginner Help

I am a SWE student, and I am working on a project right now to create a realistic pool of water using the Quake 3 engine as a base.

Now, all of the reading I have done points to using FFT to create a realistic wave pool simulation, and CUDA has the FFT built in, however I am having trouble making use of the CUDA libraries (in particular the cufft) in a standard C/C++ file.

Any help would be much appreciated.

Pretty vague.
Have a look at the cufft_library_2.0.pdf guide in your cuda/doc directory for some specific code on cufft.

Never mind, I found what I was looking for.

If you have a copy of Matlab laying around you can use AccelerEyes’ Jacket to do some of the prototyping for this from the surface geometry to the shaders. It seems as though the various ways of simulating a water surface port well to the GPU and we have put together a few ourselves:

[url=“http://www.accelereyes.com/examples/gfx_raindrop_example.zip”]http://www.accelereyes.com/examples/gfx_raindrop_example.zip[/url]
[url=“http://www.accelereyes.com/examples/gfx_shaded_ocean_example.zip”]http://www.accelereyes.com/examples/gfx_sh...ean_example.zip[/url]
[url=“http://www.accelereyes.com/examples/gfx_interactive_ocean_example.zip”]http://www.accelereyes.com/examples/gfx_in...ean_example.zip[/url]

We have some videos to show you what these look like and what the system can do:

[url=“http://www.accelereyes.com/graphics-toolbox.php”]http://www.accelereyes.com/graphics-toolbox.php[/url]

The ocean examples are probably the most relevant since they use FFT. This way you don’t have to spend time in C/C++ initially and might get to an end product faster.

Hope this helps!

  • Gallagher