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dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorMacklin, Milesen_US
dc.contributor.authorKim, Tae-Yongen_US
dc.contributor.editorFabrice Jaillet and Florence Zara and Gabriel Zachmannen_US
dc.date.accessioned2015-11-04T08:42:07Z
dc.date.available2015-11-04T08:42:07Z
dc.date.issued2015en_US
dc.identifier.isbn978-3-905674-98-9en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20151338en_US
dc.description.abstractWe present the first mesh-based surface tracker that runs entirely on the GPU. The surface tracker is both completely grid-free and fast which makes it suitable for the use in a large, unbounded domain. The key idea for handling topological changes is to detect and delete overlapping triangles as well as triangles that lie inside the volume. The holes are then joined or closed in a robust and efficient manner. Good mesh quality is maintained by a mesh improvement algorithm. In this paper we describe how all these steps can be parallelized to run efficiently on a GPU. The surface tracker is guaranteed to produce a manifold mesh without boundary. Our results show the quality and efficiency of the method in both Eulerian and Lagrangian liquid simulations. Our parallel implementation runs more than an order of magnitude faster than the CPU version.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modeling Physically Based Modelingen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realism Animation and Virtual Realityen_US
dc.titleGrid-Free Surface Tracking on the GPUen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US
dc.description.sectionheadersModel Analysis & Techniquesen_US
dc.identifier.doi10.2312/vriphys.20151338en_US
dc.identifier.pages91-100en_US


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