Interactive rendering of giga-particle fluid simulations

F. Reichl*, M. G. Chajdas, J. Schneider, R. Westermann

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Scopus citations

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 languageEnglish (US)
Title of host publicationHigh-Performance Graphics 2014, HPG 2014 - Proceedings
PublisherEurographics Association
Pages105-116
Number of pages12
ISBN (Electronic)9783905674606
StatePublished - 2014
EventHigh-Performance Graphics 2014, HPG 2014 - Lyon, France
Duration: Jun 23 2014Jun 25 2014

Other

OtherHigh-Performance Graphics 2014, HPG 2014
CountryFrance
CityLyon
Period06/23/1406/25/14

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

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