TY - GEN
T1 - Interactive rendering of giga-particle fluid simulations
AU - Reichl, F.
AU - Chajdas, M. G.
AU - Schneider, J.
AU - Westermann, R.
N1 - Publisher Copyright:
© The Eurographics Association 2014.
PY - 2014
Y1 - 2014
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84907900783&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84907900783
T3 - High-Performance Graphics 2014, HPG 2014 - Proceedings
SP - 105
EP - 116
BT - High-Performance Graphics 2014, HPG 2014 - Proceedings
A2 - Wald, Ingo
A2 - Ragan-Kelley, Jonathan
PB - Eurographics Association
T2 - High-Performance Graphics 2014, HPG 2014
Y2 - 23 June 2014 through 25 June 2014
ER -