Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
An implicit surface polygonizer
Graphics gems IV
Smoothed particles: a new paradigm for animating highly deformable bodies
Proceedings of the Eurographics workshop on Computer animation and simulation '96
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Implementing wave particles for real-time water waves with object interaction
ACM SIGGRAPH 2007 sketches
GPU accelerated SPH particle simulation and rendering
ACM SIGGRAPH 2007 posters
Real-time particle-based simulation on GPUs
ACM SIGGRAPH 2007 posters
Advanced interactive medical visualization on the GPU
Journal of Parallel and Distributed Computing
Fast water animation using the wave equation with damping
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
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Fluid simulations require efficient dynamics, surface extraction and rendering in order to achieve real time interaction. We present a novel technique for the surface extraction of stream-shaped fluid simulations represented as particles. Typical surface extraction methods for particles combine implicit function evaluation with the marching cubes algorithm. In our approach, we dynamically update vertex positions in pre-generated geometry to efficiently construct and render fluid surfaces. Cylinders are wrapped to water streams composed of particles, with simulation and polygonization on the CPU, and shadows and lighting on the GPU. While limited to stream-shaped fluids, our technique is significantly faster than marching cubes, scales well with resolution and number of particles and, unlike point-based rendering, produces true 3D polygonal surfaces.