Journal Article10.1007/S00371-016-1289-X
GPU-accelerated SPH fluids surface reconstruction using two-level spatial uniform grids
16
TL;DR: An efficient two-level spatial uniform grid structure-based high-quality surface reconstruction method with Marching Cubes for smoothed particle hydrodynamics (SPH) fluids was presented, and results indicated that thesurface reconstruction method was more efficient at the same level of quality of the reconstructed surfaces.
read more
Abstract: An efficient two-level spatial uniform grid structure-based high-quality surface reconstruction method with Marching Cubes (MC) for smoothed particle hydrodynamics (SPH) fluids was presented in this paper. Compared with the traditional way that dividing the simulation domain with uniform grid directly, an enhanced narrow-band approach using the parallel cuckoo hashing method was taken to index the coarse-level surface vertices, hence decrease the memory consumption. Moreover, a two-level spatial uniform grid structure was employed with a scheme of arranging the fine surface vertices, which could preserve the spatial locality property to facilitate the coalesced memory access on the GPU. Our algorithm was designed for parallel architectures, based on which a parallel version of the optimized surface reconstruction was performed on the CUDA platform. In the experiment of comparison to traditional approaches, the results indicated that our surface reconstruction method was more efficient at the same level of quality of the reconstructed surfaces.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
•Posted Content
A Robust Volume Conserving Method for Character-Water Interaction
TL;DR: In this paper, a volume conserving framework for character-water interaction is proposed, using a volume-of-fluid solver on a skinned tetrahedral mesh, enabling the high degree of the spatial adaptivity in order to capture thin films and hair-water interactions.
10
Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics
Rene Winchenbach,Andreas Kolb +1 more
TL;DR: A novel hash map‐based sparse data structure for Smoothed Particle Hydrodynamics is presented, which allows for efficient neighbourhood queries in spatially adaptive simulations as well as direct ray tracing of fluid surfaces with little memory overhead.
8
Physics-preserving fluid reconstruction from monocular video coupling with SFS and SPH
Xiaoying Nie,Yong Hu,Xukun Shen +2 more
TL;DR: The key idea of the method is to optimize a SPH model to simulate the fluid volume sequences conforming to the laws of physical motion, and correct the fluid volumes to refine the surface details conform to the recovered height field by SFS.
7
A robust volume conserving method for character-water interaction
Minjae Lee,David A. B. Hyde,Kevin Li,Ronald Fedkiw +3 more
- 26 Jul 2019
TL;DR: A novel volume conserving framework for character-water interaction, using a novel volume-of-fluid solver on a skinned tetrahedral mesh, enabling the high degree of the spatial adaptivity in order to capture thin films and hair-water interactions.
5
Fluid Reconstruction and Editing from a Monocular Video based on the SPH Model with External Force Guidance
TL;DR: This work obtains a high‐quality 3D fluid volume by extending the smoothed particle hydrodynamics (SPH) model with external force guidance and designs target particles that are spatially consistent with target particles.
4
References
Marching cubes: A high resolution 3D surface construction algorithm
William E. Lorensen,Harvey E. Cline +1 more
- 01 Aug 1987
TL;DR: In this paper, a divide-and-conquer approach is used to generate inter-slice connectivity, and then a case table is created to define triangle topology using linear interpolation.
Particle-based fluid simulation for interactive applications
Matthias Müller,David Charypar,Markus Gross +2 more
- 26 Jul 2003
TL;DR: This paper proposes an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces and proposes methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction.
A Generalization of Algebraic Surface Drawing
James F. Blinn
- 01 Jul 1982
TL;DR: A new algorithm applicable to other functional forms, in particular to the summation of several gaussian density distributions is presented, created to model electron density maps of molecular structures but can be used for other artistically interesting shapes.
Position based dynamics
TL;DR: This paper presents an approach which omits the velocity layer as well and immediately works on the positions of the object and uses this approach to build a real time cloth simulator which is part of a physics software library for games.
965
Animating sand as a fluid
Yongning Zhu,Robert Bridson +1 more
- 01 Jul 2005
TL;DR: In this article, a physics-based simulation method for animating sand is presented, which abstracts away the individual grains and allows for efficiently scaling up to large volumes of sand, by modeling the sand as a continuum.