{"id":3562,"date":"2011-04-11T20:03:12","date_gmt":"2011-04-11T20:03:12","guid":{"rendered":"http:\/\/hgpu.org\/?p=3562"},"modified":"2011-04-11T20:03:12","modified_gmt":"2011-04-11T20:03:12","slug":"interactive-simulation-and-visualization-of-fluids-with-surface-raycasting","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=3562","title":{"rendered":"Interactive Simulation and Visualization of Fluids with Surface Raycasting"},"content":{"rendered":"<p>We present a method to couple particle-based fluid simulation methods such as Smoothed Particle Hydrodynamics (SPH) and volume rendering in order to visualize the fluid. A volume is generated from the fluid&#8217;s implicit density field so volume raycasting can be performed to render the surface on the GPU. The volume generation algorithm is also implemented in the GPU and is suitable to be used with both SPH simulations implemented on CPU and GPU. We compare different implementations of fluid simulation, demonstrating the modularity of the volume generation method and concluding that it can be used together with other particle-based simulation models and other volume rendering techniques.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present a method to couple particle-based fluid simulation methods such as Smoothed Particle Hydrodynamics (SPH) and volume rendering in order to visualize the fluid. A volume is generated from the fluid&#8217;s implicit density field so volume raycasting can be performed to render the surface on the GPU. The volume generation algorithm is also implemented [&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":[180,36,11,3],"tags":[1797,1787,1782,121,187,20,1045,182,144],"class_list":["post-3562","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-fluid-simulation","tag-glsl","tag-nvidia","tag-nvidia-geforce-9800-m-gs","tag-opengl","tag-rendering"],"views":2103,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3562","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=3562"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3562\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3562"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3562"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3562"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}