Interactive Rendering of Giga-Particle Fluid Simulations

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 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.
Description

        
@inproceedings{
10.2312:hpg.20141099
https::/diglib.eg.org:443/handle/10.2312/hpg.20141099
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
}, editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Interactive Rendering of Giga-Particle Fluid Simulations
}}, author = {
Reichl, Florian
 and
Chajdas, Matthäus G.
 and
Schneider, Jens
 and
Westermann, Rüdiger
}, year = {
2014
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8679
}, ISBN = {
978-3-905674-60-6
}, DOI = {
10.2312/hpg.20141099
https://diglib.eg.org:443/handle/10.2312/hpg.20141099
} }
Citation