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dc.contributor.authorGoswami, Prashanten_US
dc.contributor.authorSchlegel, Philippen_US
dc.contributor.authorSolenthaler, Barbaraen_US
dc.contributor.authorPajarola, Renatoen_US
dc.contributor.editorMZoran Popovic and Miguel Otaduyen_US
dc.date.accessioned2014-01-29T07:51:07Z
dc.date.available2014-01-29T07:51:07Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-27-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA10/055-064en_US
dc.description.abstractIn this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based on Z-indexing and parallel sorting which eliminates GPU memory overhead due to grid or hierarchical data structures. Furthermore, it overcomes limitations imposed by shading languages allowing it to be very flexible and approaching the practical limits of modern graphics hardware. For visualizing the SPH simulation we introduce a new rendering pipeline. In the first step, all surface particles are efficiently extracted from the SPH particle cloud exploiting the simulation data. Subsequently, a partial and therefore fast distance field volume is rasterized from the surface particles. In the last step, the distance field volume is directly rendered using state-of-the-art GPU raycasting. This rendering pipeline allows for high quality visualization at very high frame rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-SPH Simulation, Raycasting, Surface Reconstructionen_US
dc.titleInteractive SPH Simulation and Rendering on the GPUen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US


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