Abstract

In this paper, we introduce a novel method for particle-based fluid surface reconstruction that incorporates mesh shaders for the first time. This approach eliminates the need to store triangle meshes in a GPU's global memory, resulting in a significant reduction in the amount of memory needed. Furthermore, our method employs a bidirectional two-level uniform grid, which not only accelerates the computationally expensive stage of surface cell detection but also effectively addresses the issue of vertex overflow among the mesh shaders. Experimental results prove that our method outperforms the state-of-the-art method, achieving both acceleration and memory reductions simultaneously, without sacrificing quality. The method is highly practical, with no major limitations other than requiring a GPU that supports the mesh shaders.

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