Interactive rendering of giga-particle fluid simulations

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

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

13 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
Title of host publicationHigh-Performance Graphics 2014, HPG 2014 - Proceedings
EditorsIngo Wald, Jonathan Ragan-Kelley
PublisherEurographics Association
Pages105-116
Number of pages12
ISBN (Electronic)9783905674606
StatePublished - 2014
EventHigh-Performance Graphics 2014, HPG 2014 - Lyon, France
Duration: 23 Jun 201425 Jun 2014

Publication series

NameHigh-Performance Graphics 2014, HPG 2014 - Proceedings

Conference

ConferenceHigh-Performance Graphics 2014, HPG 2014
Country/TerritoryFrance
CityLyon
Period23/06/1425/06/14

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