Interactive Rendering of Giga-Particle Fluid Simulations
Florian Reichl, Matthaus G. Chajdas, Jens Schneider, Rudiger Westermann
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics, 2014, pp. 105--116.
Abstract: We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions in combination with random jitter to drastically reduce memory and bandwidth requirements. To avoid a time-consuming preprocess and restrict the workload to what is seen, the construction of this representation is embedded into frontto- back GPU ray-casting. For high speed rendering, we ray-cast spheres and extend on total-variation-based image de-noising models to smooth the fluid surface according to data specific boundary conditions. The regular voxel structure permits highly efficient ray-sphere intersection testing as well as classification of foam particles at runtime on the GPU. Foam particles are rendered volumetrically by reconstructing densities from the binary representation on-the-fly. The particular design of our system allows scrubbing through high-resolution animated fluids at interactive rates.
@inproceedings{hpg.20141099,
author = {Florian Reichl and Matthaus G. Chajdas and Jens Schneider and Rudiger Westermann},
title = {Interactive Rendering of Giga-Particle Fluid Simulations},
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
pages = {105--116},
year = {2014},
}
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