This work is part of my masters thesis in Computer Science at NTNU (Norwegian University of Science and Technology).
I have created a SPH library that uses the power of the GPU (through CUDA) to simulate fluids with extremely high performance ("real-time").
In addition I have created a small demo application that uses Ogre to render the simulation interactively.
The application (and library) supports simple "wall" boundaries as well as "terrain" boundaries. The terrain is rendered using Ogre's excellent new terrain component.


The video below is the "real-time" performance when running on an NVIDIA GTX 470 (more details in the youtube video itself)
I have not seen many projects like this where CUDA/GPU computations are rendered in real-time using Ogre, and as such it might be useful for other people here:)
At the moment only OpenGL works well, though all the code that deals with the CUDA and Ogre integration was made for Direct3D9 to work as well. Unfortunately there are some bugs when using D3D9 (one in the particle shader, and one that makes D3D/Cuda very slow).
Full code can be found here: http://code.google.com/p/gpusphsim/
I hope someone can make use of this, I feel obligated to contribute as much as possible back to this great project:)
Øystein Krog
EDIT; added some quick captures of the flowing snow avalanche simulations: