Abstract
Fast and vivid fluid simulation and visualization is a challenge topic of study in recent years. Particle-based simulation method has been widely used in the art animation modeling and multimedia field. However, the requirements of huge numerical calculation and high quality of visualization usually result in a poor computing efficiency. In this work, in order to improve those issues, we present a fast framework for 3D fluid fast constructing and visualization which parallelizes the fluid algorithm based on the GPU computing framework and designs a direct surface visualization method for particle-based fluid data such as WCSPH, IISPH, and PCISPH. Considering on conventional polygonization or adaptive mesh methods may incur high computing costs and detail losses, an improved particle-based method is provided for real-time fluid surface rendering with the screen-space technology and the utilities of the modern graphics hardware to achieve the high performance rendering; meanwhile, it effectively protects fluid details. Furthermore, to realize the fast construction of scenes, an optimized design of parallel framework and interface is also discussed in our paper. Our method is convenient to enforce, and the results demonstrate a significant improvement in the performance and efficiency by being compared with several examples.
Highlights
Realistic and real-time simulation of physically based fluid is a hot research topic in virtual reality
We focus on the parallel framework design and visualization method for fast constructing and online rendering
In order to get smooth surface, a new filtering model is presented, instead of Gaussian filter, the bilateral filter is used for depth image to create smooth fluid
Summary
Realistic and real-time simulation of physically based fluid is a hot research topic in virtual reality. As one common physical simulation method, the particlebased method, such as Smooth Particle Hydrodynamics (SPH), has been extensively used for creating realistic image effects of fluids in image and video game due to superiority of Lagrangian representations [1, 2]. In these technologies, the rendering of fine details and lower cost for fluid surface are usually the complex problems because of the irregularly moving and. If the forward pipeline rendering is chosen, the depth mapping is required when setting frame buffer. If the screen space rendering is chosen, the depth information in its geometric buffer can be used repeatedly
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