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BVH for efficient raytracing of dynamic metaballs on GPU

Published: 03 August 2009 Publication 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.

Supplementary Material

MP4 File (tal042_09.mp4)

References

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

Cited By

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  • (2021)A Survey on Bounding Volume Hierarchies for Ray TracingComputer Graphics Forum10.1111/cgf.14266240:2(683-712)Online publication date: 4-Jun-2021

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

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      Association for Computing Machinery

      New York, NY, United States

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      Published: 03 August 2009

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      • (2021)A Survey on Bounding Volume Hierarchies for Ray TracingComputer Graphics Forum10.1111/cgf.14266240:2(683-712)Online publication date: 4-Jun-2021

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