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 front-to-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.
Original language | English (US) |
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Title of host publication | High-Performance Graphics 2014, HPG 2014 - Proceedings |
Publisher | Eurographics Association |
Pages | 105-116 |
Number of pages | 12 |
ISBN (Electronic) | 9783905674606 |
State | Published - 2014 |
Event | High-Performance Graphics 2014, HPG 2014 - Lyon, France Duration: Jun 23 2014 → Jun 25 2014 |
Other
Other | High-Performance Graphics 2014, HPG 2014 |
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Country | France |
City | Lyon |
Period | 06/23/14 → 06/25/14 |
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Vision and Pattern Recognition
- Computer Graphics and Computer-Aided Design