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10.1145/3005358.3005389acmconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
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View-space meta-ball approximation by depth-independent accumulative fields

Published: 28 November 2016 Publication History

Abstract

This paper presents a novel approach to fast rendering realistic meta-balls in view space. Meta-ball rendering is widely used in computer graphics to represent liquid drops, and especially important to particle-based fluid dynamics for the rendering on the final stage. Traditionally, meta-balls are procedurally modeled in object space according to implicit surface extraction and rendered as meshes. Instead of such consuming geometry-based methods, our algorithm is executed at screen-space level, and it utilizes the features of GPU, which demands low overheads and thus is much faster. Compared with other screen-space methods of particle rendering, our method obeys the basic principle of implicit surface. Consequently, real-time meta-ball rendering can be achieved very efficiently in a significantly high quality.

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References

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Botsch, M., and Kobbelt, L. 2003. High-quality point-based rendering on modern gpus. In Computer Graphics and Applications, 2003. Proceedings. 11th Pacific Conference on, 335--343.
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Gourmel, O., Pajot, A., Paulin, M., Barthe, L., and Poulin, P. 2010. Fitted bvh for fast raytracing of metaballs. Computer Graphics Forum 29, 2, 281--288.
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Kanamori, Y., Szego, Z., and Nishita, T. 2008. Gpu-based fast ray casting for a large number of metaballs. Computer Graphics Forum 27, 2, 351--360.
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Lorensen, W.-E., and Cline, H.-E. 1987. Marching cubes: A high resolution 3D surface construction algorithm. SIGGRAPH Comput. Graph. 21, 4 (Aug.), 163--169.
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Müller, M., Charypar, D., and Gross, M. 2003. Particle-based fluid simulation for interactive applications. In Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, SCA '03, 154--159.
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Pfister, H., Zwicker, M., van Baar, J., and Gross, M. 2000. Surfels: Surface elements as rendering primitives. In Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, SIGGRAPH '00, 335--342.
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van der Laan, W.-J., Green, S., and Sainz, M. 2009. Screen space fluid rendering with curvature flow. In Proceedings of the 2009 symposium on Interactive 3D graphics and games, ACM, New York, NY, USA, I3D '09, 91--98.
[8]
van Kooten, K., van den Bergen, G., and Telea, A. 2007. Point-based visualization of metaballs on a GPU. In GPU Gems 3. Addison-Wesley.
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Xu, T., Wu, W., and Wu, E. 2014. Real-time generation of smoothed-particle hydrodynamics-based special effects in character animation. Computer Animation and Virtual Worlds 25, 2 (Mar.), 185--198.

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  1. View-space meta-ball approximation by depth-independent accumulative fields

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    cover image ACM Conferences
    SA '16: SIGGRAPH ASIA 2016 Technical Briefs
    November 2016
    124 pages
    ISBN:9781450345415
    DOI:10.1145/3005358
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 28 November 2016

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    Author Tags

    1. meta-ball
    2. particle
    3. screen space

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    • Research-article

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    SA '16
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    SA '16: SIGGRAPH Asia 2016
    December 5 - 8, 2016
    Macau

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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