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Interactive water streams with sphere scan conversion

Published: 27 February 2009 Publication History

Abstract

Fluid simulations require efficient dynamics, surface extraction and rendering in order to achieve real time interaction. We present a novel technique for the surface extraction of stream-shaped fluid simulations represented as particles. Typical surface extraction methods for particles combine implicit function evaluation with the marching cubes algorithm. In our approach, we dynamically update vertex positions in pre-generated geometry to efficiently construct and render fluid surfaces. Cylinders are wrapped to water streams composed of particles, with simulation and polygonization on the CPU, and shadows and lighting on the GPU. While limited to stream-shaped fluids, our technique is significantly faster than marching cubes, scales well with resolution and number of particles and, unlike point-based rendering, produces true 3D polygonal surfaces.

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cover image ACM Conferences
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
February 2009
253 pages
ISBN:9781605584294
DOI:10.1145/1507149
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 27 February 2009

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I3D '09
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I3D '09: Symposium on Interactive 3D Graphics and Games
February 27 - March 1, 2009
Massachusetts, Boston

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2019)Study on Spray Cloud Behavior Depending on Waterfall Height2019 Nicograph International (NicoInt)10.1109/NICOInt.2019.00028(106-109)Online publication date: Jul-2019
  • (2018)Memory-Efficient On-the-Fly Voxelization and Rendering of Particle DataIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.265689724:2(1155-1166)Online publication date: 1-Feb-2018
  • (2016)Waterfall Simulation with Spray Cloud in different EnvironmentsThe Journal of the Society for Art and Science10.3756/artsci.15.11115:3(111-119)Online publication date: 15-Sep-2016
  • (2016)Fluid SimulationEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_55-1(1-5)Online publication date: 15-Jan-2016
  • (2015)Memory-efficient on-the-fly voxelization of particle dataProceedings of the 15th Eurographics Symposium on Parallel Graphics and Visualization10.5555/2853213.2853216(11-18)Online publication date: 25-May-2015
  • (2014)Waterfall Simulation by Using a Particle and Grid-Based Hybrid ApproachProceedings of the 2014 International Conference on Cyberworlds10.1109/CW.2014.12(23-30)Online publication date: 6-Oct-2014

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