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dc.contributor.authorZhang, Yancien_US
dc.contributor.authorSolenthaler, Barbaraen_US
dc.contributor.authorPajarola, Renatoen_US
dc.contributor.editorHans-Christian Hege and David Laidlaw and Renato Pajarola and Oliver Staadten_US
dc.date.accessioned2014-01-29T17:14:36Z
dc.date.available2014-01-29T17:14:36Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905674-12-5en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG-PBG08/137-146en_US
dc.description.abstractIn this paper, we propose a novel GPU-friendly algorithm for the Smoothed Particle Hydrodynamics (SPH) simulation for weakly compressible fluids. The major goal of our algorithm is to implement a GPU-based SPH simulation that can simulate and render a large number of particles at interactive speed. Additionally, our algorithm exhibits the following three features. Firstly, our algorithm supports adaptive sampling of the fluids. Particles can be split into several sub-particles in geometrically complex regions to provide a more accurate simulation. At the same time, nearby particles deep inside the fluids are merged to a single particle to reduce the number of particles. Secondly, the fluids are visualized by directly computing the intersection between ray and an isosurface defined by the surface particles. A dynamic particle grouping algorithm and equation solver are employed to quickly find the ray-isosurface intersection. Thirdly, based on the observation that the SPH simulation is a naturally parallel algorithm, the whole SPH simulation, including the adaptive sampling of the fluids as well as surface particle rendering, is executed on the GPU to fully utilize the computational power and parallelism of modern graphics hardware. Our experimental data shows that we can simulate about 50K adaptively sampled particles, or up to 120K particles in the fixed sampling case at a rate of approximately 20 time steps per second.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computational Geometry and Object Modeling]: Physically Based Modeling; I.3.3 [Picture/Image Generation]: Bitmap and Framebuffer Operations; I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture I.3.7 [Three-Dimensional Graphics and Realism]: Animationen_US
dc.titleAdaptive Sampling and Rendering of Fluids on the GPUen_US
dc.description.seriesinformationIEEE/ EG Symposium on Volume and Point-Based Graphicsen_US


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