Real-time Subsurface Scattering for Particle-based Fluids using Finite Volume Method
Department of Digital Media, Soongsil University, Seoul, Korea
Applied Mathematics & Information Sciences, 7, No. 4, 1479-1485, 2013
@article{kang2013real,
title={Real-time Subsurface Scattering for Particle-based fluids using Finite Volume Method},
author={Kang, Kyung-Kyu and Kim, Dongho},
journal={Appl. Math},
volume={7},
number={4},
pages={1479–1485},
year={2013}
}
We present a real-time subsurface scattering simulation to perform real-time rendering of translucent particle-based fluids. After particle-based fluid simulation, we immediately build voxelized fluids, calledVoronoi fluids, with particle locations and neighbour lists using GPUs. And then, we perform a multiple subsurface scattering simulation over the Voronoi fluids with the diffusion equation (DE). We employ Finite Volume Methods to solve DE efficiently and rapidly with the voxelized fluids. In our implementation, DE is solved on GPUs with the diffusive source boundary condition and query function for computing the outgoing radiance. We demonstrate a milk demo that show our method can be performed in real-time with CUDA-based fluid simulation.
April 12, 2013 by hgpu