Interactive Rendering of Giga-Particle Fluid Simulations (English)

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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.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

Out-of-Core Proximity Computation for Particle-based Fluid Simulations
Kim, Duksu / Son, Myung-Bae / Kim, Young J. / Hong, Jeong-Mo / Yoon, Sung-eui | 2014
Real-Time Deformation of Subdivision Surfaces from Object Collisions
Schäfer, Henry / Keinert, Benjamin / Nießner, Matthias / Buchenau, Christoph / Guthe, Michael / Stamminger, Marc | 2014
Reduced Precision for Hardware Ray Tracing in GPUs
Keely, Sean | 2014
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
Sugihara, Masamichi / Rauwendaal, Randall / Salvi, Marco | 2014
A Fast and Stable Feature-Aware Motion Blur Filter
Guertin, Jean-Philippe / McGuire, Morgan / Nowrouzezahrai, Derek | 2014
SegTC: Fast Texture Compression using Image Segmentation
Krajcevski, Pavel / Manocha, Dinesh | 2014
Coarse Pixel Shading
Vaidyanathan, Karthik / Salvi, Marco / Toth, Robert / Foley, Tim / Akenine-Möller, Tomas / Nilsson, Jim / Munkberg, Jacob / Hasselgren, Jon / Sugihara, Masamichi / Clarberg, Petrik et al. | 2014
Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur
Woop, Sven / Benthin, Carsten / Wald, Ingo / Johnson, Gregory S. / Tabellion, Eric | 2014
Fast ANN for High-Quality Collaborative Filtering
Tsai, Yun-Ta / Steinberger, Markus / Pajak, Dawid / Pulli, Kari | 2014
High-Performance Delaunay Triangulation for Many-Core Computers
Fuetterling, Valentin / Lojewski, Carsten / Pfreundt, Franz-Josef | 2014
Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
Kerzner, Ethan / Salvi, Marco | 2014
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
Yusov, Egor | 2014
Register Efficient Memory Allocator for GPUs
Vinkler, Marek / Vlastimil, Havran | 2014
Interactive Rendering of Giga-Particle Fluid Simulations
Reichl, Florian / Chajdas, Matthäus G. / Schneider, Jens / Westermann, Rüdiger | 2014