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Memory-Efficient On-The-Fly Voxelization of Particle Data

Tobias Zirr and Carsten Dachsbacher

(Published: Eurographics Symposium on Parallel Graphics and Visualization 2015, Best Paper Award)

Teaser

Our novel voxelization and rendering method used with a Smoothed Particle Hydrodynamics simulation computed using 20 million particles. The view-adaptive voxelization comprises about 30 billion voxels but can be carried out and used for interactive rendering on a single GPU due to our tiled-based voxelization and on-the-fly compression.

Abstract

In this paper we present a novel GPU-friendly real-time voxelization technique for rendering homogeneous media that is defined by particles, e.g. fluids obtained from particle-based simulations such as Smoothed Particle Hydrodynamics (SPH). Our method computes view-adaptive binary voxelizations with on-the-fly compression of a tiled perspective voxel grid, achieving higher resolutions than previous approaches. It allows for interactive generation of realistic images, enabling advanced rendering techniques such as ray casting-based refraction and reflection, light scattering and absorption, and ambient occlusion. In contrast to previous methods, it does not rely on preprocessing such as expensive, and often coarse, scalar field conversion or mesh generation steps. Our method directly takes unsorted particle data as input. It can be further accelerated by identifying fully populated simulation cells during simulation. The extracted surface can be filtered to achieve smooth surface appearance.

Paper and Video

Paper Paper

Bibtex

@inproceedings{2015_MEVPS,
  title = {Memory-Efficient On-The-Fly Voxelization of Particle Data},
  author = {Tobias Zirr and Carsten Dachsbacher},
  year = 2015,
  month = may,
  conference = {Eurographics Symposium on Parallel Graphics and Visualization},
  pages = {to appear}
}