BVH for efficient raytracing of dynamic metaballs on GPU
Author(s) -
Olivier Gourmel,
Anthony Pajot,
Loïc Barthe,
Mathias Paulin,
Pierre Poulin
Publication year - 2009
Publication title -
hal (le centre pour la communication scientifique directe)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/1597990.1598041
Subject(s) - isosurface , computer science , ray tracing (physics) , shader , intersection (aeronautics) , minimum bounding box , bounding overwatch , computer graphics (images) , bounding volume , cuda , ray casting , general purpose computing on graphics processing units , collision detection , visualization , algorithm , parallel computing , computer vision , artificial intelligence , graphics , collision , image (mathematics) , physics , volume rendering , optics , engineering , computer security , aerospace engineering
International audienceMetaballs [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
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