Marching cubes: A high resolution 3D surface construction algorithm
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A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
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ACM SIGGRAPH 2004 Papers
Fast high accuracy volume rendering
Fast high accuracy volume rendering
Point-Based Graphics
ACM SIGGRAPH 2007 papers
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Sliced data structure for particle-based simulations on GPUs
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
GPU-based rendering of point-sampled water surfaces
The Visual Computer: International Journal of Computer Graphics
Predictive-corrective incompressible SPH
ACM SIGGRAPH 2009 papers
Density contrast SPH interfaces
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive visual simulation of dynamic ink diffusion effects
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A SPH-based method for interactive fluids simulation on the multi-GPU
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Dynamic particle system for mesh extraction on the GPU
Proceedings of the 5th Annual Workshop on General Purpose Processing with Graphics Processing Units
Solution to PDEs using radial basis function finite-differences (RBF-FD) on multiple GPUs
Journal of Computational Physics
Design and implement of a CUDA based SPH particle system editor
ICSI'12 Proceedings of the Third international conference on Advances in Swarm Intelligence - Volume Part II
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Parallel Surface Reconstruction for Particle-Based Fluids
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Temporal Blending for Adaptive SPH
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Realtime Two-Way Coupling of Meshless Fluids and Nonlinear FEM
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VEA 2012: Real-time ink simulation using a grid-particle method
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Real-time physics-based ink splattering art creation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
SPH with small scale details and improved surface reconstruction
Proceedings of the 27th Spring Conference on Computer Graphics
Consistent surface model for SPH-based fluid transport
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient fluids simulation and rendering on GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
International Journal of High Performance Computing Applications
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In this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based on Z-indexing and parallel sorting which eliminates GPU memory overhead due to grid or hierarchical data structures. Furthermore, it overcomes limitations imposed by shading languages allowing it to be very flexible and approaching the practical limits of modern graphics hardware. For visualizing the SPH simulation we introduce a new rendering pipeline. In the first step, all surface particles are efficiently extracted from the SPH particle cloud exploiting the simulation data. Subsequently, a partial and therefore fast distance field volume is rasterized from the surface particles. In the last step, the distance field volume is directly rendered using state-of-the-art GPU raycasting. This rendering pipeline allows for high quality visualization at very high frame rates.