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Interactive rendering of Giga-Particle Fluid Simulations

Florian Reichl1, Matthäus G. Chajdas1, Jens Schneider2, Rüdiger Westermann1

1Technische Universität München, 2King Abdullah University of Science and Technology

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 front-to-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.

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The project page contains additional information about this paper as well as an executable version.

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  • Paper (6.2 MiB)

Bibtex

@article{Reichl2014Fluid,
    author = {Reichl, Florian and Chajdas, Matthäus G. and Schneider, Jens and Westermann, Rüdiger},
    title = {Interactive Rendering of Giga-Particle Fluid Simulations},  
    year = {2014},
    journal = {Proceedings of High Performance Graphics 2014 (to appear)}
}

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