Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Polygonization of implicit surfaces
Computer Aided Geometric Design
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Surface modeling with oriented particle systems
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive blood simulation for virtual surgery based on smoothed particle hydrodynamics
Technology and Health Care
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interaction of fluids with deformable solids: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Enclosing surfaces for point clusters using 3d discrete voronoi diagrams
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
SPH with small scale details and improved surface reconstruction
Proceedings of the 27th Spring Conference on Computer Graphics
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Particle-based methods are commonly used for simulation of fluid, gelatinous, and gooey substances. Recently, there has been great interest in using these methods in interactive applications such as surgical simulation, surface modeling, and video games. While modern computers are easily capable of simulating thousands of particles in real time, in many cases, a surface must be generated over the particles in order to realistically render the output of such a simulation. This surface extraction step is often the bottleneck in such applications due to the high computational cost and/or large memory requirements of common surface extraction algorithms. We present a new approach for fast, high quality polygonization of isosurfaces that can be used to render surfaces in real-time over thousands of particles in an unbounded spatial domain using a small amount of working memory, and compare it to existing algorithms. Furthermore, we extend our approach to generate polygon faces in back-to-front rendering order for transparent surfaces. Finally, we demonstrate the effectiveness of this new technique with several interactive scenarios showing complex interaction between fluid entities and dynamic objects in a virtual environment.