TY - GEN
T1 - Interactive rendering of giga-particle fluid simulations
AU - Reichl, F.
AU - Chajdas, M. G.
AU - Schneider, J.
AU - Westermann, R.
N1 - KAUST Repository Item: Exported on 2020-12-28
PY - 2014/1/1
Y1 - 2014/1/1
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://hdl.handle.net/10754/666687
UR - https://research.kaust.edu.sa/en/publications/interactive-rendering-of-giga-particle-fluid-simulations
UR - http://www.scopus.com/inward/record.url?scp=84907900783&partnerID=8YFLogxK
M3 - Conference contribution
SN - 9783905674606
SP - 105
EP - 116
BT - High-Performance Graphics 2014, HPG 2014
PB - Eurographics Association
ER -