Reichl, FlorianChajdas, Matthäus G.Schneider, JensWestermann, RüdigerIngo Wald and Jonathan Ragan-Kelley2015-07-062015-07-062014978-3-905674-60-62079-8679http://dx.doi.org/10.2312/hpg.20141099https://diglib.eg.org:443/handle/10.2312/hpg.20141099We 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.Computer Graphics [I.3.7]Three Dimensional Graphics and RealismRenderingAnimationInteractive Rendering of Giga-Particle Fluid Simulations