2008
DOI: 10.1111/j.1467-8659.2008.01132.x
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GPU‐based Fast Ray Casting for a Large Number of Metaballs

Abstract: Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle-based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique for rendering metaballs on the GPU. Instead of using polygonization, the isosurface is directly evaluated in a per-pixel manner. For such evaluation, all met… Show more

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Cited by 50 publications
(36 citation statements)
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References 30 publications
(40 reference statements)
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“…Most commonly this is performed by resampling particle quantities to a Cartesian proxy grid [5], [6], and then using iso-surface extraction or direct volume rendering. To avoid the memory consumption of a proxy grid, SPH data can be rendered directly by evaluating the SPH kernels at sampling points along the view rays [7], [8]. An iso-surface extraction technique that works directly on the particle set was introduced in [9].…”
Section: B Sph Visualizationmentioning
confidence: 99%
“…Most commonly this is performed by resampling particle quantities to a Cartesian proxy grid [5], [6], and then using iso-surface extraction or direct volume rendering. To avoid the memory consumption of a proxy grid, SPH data can be rendered directly by evaluating the SPH kernels at sampling points along the view rays [7], [8]. An iso-surface extraction technique that works directly on the particle set was introduced in [9].…”
Section: B Sph Visualizationmentioning
confidence: 99%
“…When the accumulated permeation rate (alpha value) reaches a threshold defined in advance or the ray falls out of the drawing space, the intensity of the corresponding pixel on the image plane is calculated from the accumulated voxel data at that point. Although the method was not suited for runtime and interactive visualization due to its high computing complexity in past days, high speed rendering is now feasible using GPUs technologies [15].…”
Section: E Viewermentioning
confidence: 99%
“…Then, the extracted iso-surfaces are rendered by using the ray tracing technique. In the interactive rendering method, in order to achieve interactive feedback, our method employs a GPUbased ray casting method similar to [KSN08]. Fig.…”
Section: Renderingmentioning
confidence: 99%