We are two students who are just starting out on our university project to do real-time fluid simulation on a Geforce8 using the Lattice-Boltzmann method, after being very impressed by Nils Thuerey’s work in this field. After seeing the water simulation in Nvidia’s Box of Smoke demo, we have an even more concrete goal to aim for.

We are not sure, however, if the best solution is to use the new geometry shader in OpenGL or use CUDA. Right now, the idea is to use CUDA for the fluid simulation itself while using the geometry shader for marching cubes-tesselation. Partly because this will be an easy way of dividing the work, but mostly because of an assumption that CUDA would be best suited for general calculations while the geometry shader would be best suited for producing the tesselated mesh.

We cannot know if our assumptions are correct though, since we are new to the Geforce8. So we would appreciate any advice from people who have some knowledge about this. To start with, knowing if the Box of Smoke demo uses CUDA or not might give a few hints, if anyone here might know.