{"id":2251,"date":"2010-12-27T13:52:17","date_gmt":"2010-12-27T13:52:17","guid":{"rendered":"http:\/\/hgpu.org\/?p=2251"},"modified":"2010-12-27T13:52:17","modified_gmt":"2010-12-27T13:52:17","slug":"bvh-for-efficient-raytracing-of-dynamic-metaballs-on-gpu","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=2251","title":{"rendered":"BVH for efficient raytracing of dynamic metaballs on GPU"},"content":{"rendered":"<p>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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,89,3],"tags":[1797,1782,14,20,234,181],"class_list":["post-2251","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-cuda","tag-nvidia","tag-nvidia-geforce-gtx-280","tag-raytracing"],"views":1878,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2251","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2251"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2251\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2251"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2251"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2251"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}