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dc.contributor.authorReichl, Florianen_US
dc.contributor.authorChajdas, Matthäus G.en_US
dc.contributor.authorSchneider, Jensen_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorIngo Wald and Jonathan Ragan-Kelleyen_US
dc.date.accessioned2015-07-06T15:26:44Z
dc.date.available2015-07-06T15:26:44Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-60-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20141099en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg.20141099
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRenderingen_US
dc.subjectAnimationen_US
dc.titleInteractive Rendering of Giga-Particle Fluid Simulationsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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