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Communication Dans Un Congrès Année : 2009

BVH for efficient raytracing of dynamic metaballs on GPU

Résumé

Metaballs [Bloomenthal 1997] are effective to represent fluids and similar complex and deformable geometries, but their implicit nature makes difficult their visualization in real time. A common strategy is to tessellate the resulting isosurface and to render it on GPU, but it scales poorly as the number of metaballs increases. Kanamori et al. [2008] efficiently raycast thousands of metaballs without intermediate representations. Their method assumes that rays are shot from a single viewpoint, thus preventing secondary effects (no shadows, reflections, etc.), and is limited to polynomial density functions. We propose to exploit the culling capacity of dynamic bounding volume hierarchies (BVH) [Wald 2007], the secant method for ray-surface intersection, and CPU-GPU parallelism to alleviate the restrictions of their method. This results in a general raytracing method, allowing arbitrary ray intersection (visibility, shadow, reflection, refraction, etc.) with metaballs of any finite-support at interactive performances.
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Dates et versions

hal-01518546 , version 1 (04-05-2017)

Identifiants

Citer

Olivier Gourmel, Anthony Pajot, Loic Barthe, Mathias Paulin, Pierre Poulin. BVH for efficient raytracing of dynamic metaballs on GPU. SIGGRAPH, ACM SIGGRAPH, Aug 2009, New Orleans, United States. pp.51, ⟨10.1145/1597990.1598041⟩. ⟨hal-01518546⟩
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