Interactive Rendering of Giga-Particle Fluid Simulations
Abstract
We 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.
BibTeX
@inproceedings {10.2312:hpg.20141099,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ingo Wald and Jonathan Ragan-Kelley},
title = {{Interactive Rendering of Giga-Particle Fluid Simulations}},
author = {Reichl, Florian and Chajdas, Matthäus G. and Schneider, Jens and Westermann, Rüdiger},
year = {2014},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {10.2312/hpg.20141099}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ingo Wald and Jonathan Ragan-Kelley},
title = {{Interactive Rendering of Giga-Particle Fluid Simulations}},
author = {Reichl, Florian and Chajdas, Matthäus G. and Schneider, Jens and Westermann, Rüdiger},
year = {2014},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {10.2312/hpg.20141099}
}