Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a long time. In recent years, particle simulations have gained a lot of popularity for achieving such eects. One problem noted by researchers has been the diculty of generating surfaces from the particles. This thesis investigates current techniques for particle surface reconstruction. In addition to this, a GPU-based implementation using constrained mesh smoothing is described. The result is globally smooth surfaces which closely follows the distribution of the particles, though some problems are still apparent. The performance of the algortihm is approximately an order of magnitude faster than its CPU counterpart, but is clogged by bottlenecks i...
A particle-based method is one of the most commonly used methods for fluid simulations. It has certa...
Extracting isosurfaces represented as high quality meshes from three-dimensional scalar fields is ne...
In this paper, a graphics processor unit (GPU) accelerated particle filtering algorithm is presented...
Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a lon...
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key ide...
We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics...
Figure 1: Our novel voxelization and rendering method used with a Smoothed Particle Hydrodynamics si...
Isosurface extraction is a fundamental technique used for both surface reconstruction and mesh gener...
In this chapter we present a technique for rendering metaballs on state-of-the-art graphics processo...
Level set methods have evolved as powerful tools for the representation and evolution of free surfac...
In this paper we present interactive techniques for physics-based simulation and realistic rendering...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Abstract. Large scale particle-based fluid simulation is important to both the scientific and comput...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
A particle-based method is one of the most commonly used methods for fluid simulations. It has certa...
Extracting isosurfaces represented as high quality meshes from three-dimensional scalar fields is ne...
In this paper, a graphics processor unit (GPU) accelerated particle filtering algorithm is presented...
Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a lon...
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key ide...
We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics...
Figure 1: Our novel voxelization and rendering method used with a Smoothed Particle Hydrodynamics si...
Isosurface extraction is a fundamental technique used for both surface reconstruction and mesh gener...
In this chapter we present a technique for rendering metaballs on state-of-the-art graphics processo...
Level set methods have evolved as powerful tools for the representation and evolution of free surfac...
In this paper we present interactive techniques for physics-based simulation and realistic rendering...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Abstract. Large scale particle-based fluid simulation is important to both the scientific and comput...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
A particle-based method is one of the most commonly used methods for fluid simulations. It has certa...
Extracting isosurfaces represented as high quality meshes from three-dimensional scalar fields is ne...
In this paper, a graphics processor unit (GPU) accelerated particle filtering algorithm is presented...