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BVH for efficient raytracing of dynamic metaballs on GPU

Published:03 August 2009Publication History

ABSTRACT

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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References

  1. Bloomenthal, J. 1997. Introduction to Implicit Surfaces. Morgan Kaufmann, August.Google ScholarGoogle Scholar
  2. Kanamori, Y., Szego, Z., and Nishita, T. 2008. GPU-based fast ray casting for a large number of metaballs. In Eurographics.Google ScholarGoogle Scholar
  3. Wald, I. 2007. On fast construction of SAH based bounding volume hierarchies. In Symposium on Interactive Ray Tracing. Google ScholarGoogle ScholarDigital LibraryDigital Library

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '09: SIGGRAPH 2009: Talks
        August 2009
        82 pages
        ISBN:9781605588346
        DOI:10.1145/1597990

        Copyright © 2009 Copyright is held by the author/owner(s).

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 3 August 2009

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