1) The document describes a real-time GPU implementation of visual smoke simulation using the incompressible Navier-Stokes equations.
2) Key steps in the simulation algorithm include adding forces, advecting velocity and scalar fields, solving for pressure, projecting the velocity field, and applying boundary conditions.
3) Volume rendering is achieved by slicing the 3D grid from the viewer's perspective and compositing the slices using the "under" operator, implementing shadows using half-angle slicing.
The document details 'Flameworks', a system for integrating advanced volumetric fire and smoke effects into games, designed by NVIDIA as part of its GameWorks library. It outlines the high-quality, efficient grid-based fluid simulation techniques including features like vorticity confinement, custom emitters, and various rendering options. Future work aims to enhance optimization, integrate with other lighting systems, and explore cloud simulation capabilities.
The document discusses advancements in modern OpenGL to enhance graphics performance by reducing driver overhead through techniques like dynamic buffer generation, efficient texture management, and increasing draw call counts. It explains the use of persistent and coherent mapped buffers for better memory management and introduces features such as ARB_buffer_storage and ARB_bindless_texture to optimize texture handling and reduce state changes. The paper emphasizes the importance of minimizing validation costs in draw calls and presents solutions like ARB_multi_draw_indirect for efficient rendering of numerous small objects.