Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Simulating free surface flows with SPH
Journal of Computational Physics
Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Predictive-corrective incompressible SPH
ACM SIGGRAPH 2009 papers
Free-flowing granular materials with two-way solid coupling
ACM SIGGRAPH Asia 2010 papers
Efficient High-Quality Volume Rendering of SPH Data
IEEE Transactions on Visualization and Computer Graphics
Interactive SPH simulation and rendering on the GPU
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM SIGGRAPH 2011 papers
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Versatile rigid-fluid coupling for incompressible SPH
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Smoothed Particle Hydrodynamics Simulations on Multi-GPU Systems
PDP '12 Proceedings of the 2012 20th Euromicro International Conference on Parallel, Distributed and Network-based Processing
Unified spray, foam and air bubbles for particle-based fluids
The Visual Computer: International Journal of Computer Graphics - CGI'2012 Conference
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Parallel Surface Reconstruction for Particle-Based Fluids
Computer Graphics Forum
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Interactive fluids simulation and rendering have been the pursuit for VR research. There are high demands for physically plausible fluids in virtual environments. In this paper, we present an efficient GPU-based simulation and rendering framework for large scale SPH fluids. A robust particle classification algorithm is introduced to classify particles into either active or inactive. And the proposed algorithm effectively reduces the computational burden in inactive areas where many particles with stable properties and low local pressure cluster together. At the same time the computation in active areas is fully carried out to preserve the realistic behaviour of fluids. Our time performance tests have shown that our algorithm has high capability in producing time efficiency fluid simulations. When integrated with the parallel HPMC method, we are able to put all the simulation and rendering on GPU, and produce plausible and interactive fluids for large scale virtual environments.