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Interactive SPH simulation and rendering on the GPU


Goswami, P; Schlegel, P; Solenthaler, B; Pajarola, R (2010). Interactive SPH simulation and rendering on the GPU. In: ACM SIGGRAPH / Eurographics Symposium on Computer Animation (SCA), Madrid, Spain, 2 July 2010 - 4 July 2010, 55-64.

Abstract

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.

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.

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Additional indexing

Item Type:Conference or Workshop Item (Paper), refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Uncontrolled Keywords:graphics, particle simulation, fluid dynamics
Language:English
Event End Date:4 July 2010
Deposited On:28 Feb 2011 07:57
Last Modified:05 Apr 2016 14:38
Permanent URL: http://doi.org/10.5167/uzh-43069

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