Department of Computer Science, Technische Universität München, Germany
We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions in combination with random jitter to drastically reduce memory and bandwidth requirements. To avoid a time-consuming preprocess and restrict the workload to what is seen, the construction of this representation is embedded into front-to-back GPU ray-casting. For high speed rendering, we ray-cast spheres and extend on total-variation-based image de-noising models to smooth the fluid surface according to data specific boundary conditions. The regular voxel structure permits highly efficient ray-sphere intersection testing as well as classification of foam particles at runtime on the GPU. Foam particles are rendered volumetrically by reconstructing densities from the binary representation on-the-fly. The particular design of our system allows scrubbing through high-resolution animated fluids at interactive rates.
A (binary) demo of the proposed system is available for download here. We're planning on also supplying some demo datasets in the near future.
All results have been generated on a single NVidia GeForce GTX Titan and rendered at interactive rates of ~20 frames per second.
Interactive Rendering of Giga-Particle Fluid Simulations
Florian Reichl, Matthäus G. Chajdas, Jens Schneider, and Rüdiger Westermann
Proceedings of High Performance Graphics 2014 [PDF] [Bibtex] [Demo (Binary)]