Fitted BVH for Fast Raytracing of Metaballs
Olivier Gourmel, Anthony Pajot, Mathias Paulin, Loic Barthe, Pierre Poulin
In Computer Graphics Forum, 29(2), 2010.
Abstract: Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd-tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive-to-real-time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU-GPU (using CUDA) implementation of the animation, structure creation, and rendering.
Keyword(s): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Raytracing, I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Visible line/surface algorithms
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2009.01597.x
BibTeX format:
@article{CGF:CGF1597,
  author = {Olivier Gourmel and Anthony Pajot and Mathias Paulin and Loic Barthe and Pierre Poulin},
  title = {Fitted BVH for Fast Raytracing of Metaballs},
  journal = {Computer Graphics Forum},
  volume = {29},
  number = {2},
  pages = {281--288},
  year = {2010},
}
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