Interactive Screen-Space Surface Rendering of Dynamic Particle Clouds

H. Cords, O. Staadt
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引用次数: 13

Abstract

We present a fast GPU-based method for rendering boundary surfaces from dynamic 3D particle clouds. Instead of extracting and tracking polygonal meshes of boundary surfaces in 3D world space, we devise a new meshless 2D screen-space approach. First, we generate a smooth view-dependent depth map from the 3D particle cloud. Then, surface normals are derived directly from the depth map, and lighting calculations are carried out in screen space. The advantage of our method over existing rendering approaches for particle-based objects is the fact that we do not have to extract 3D or 2D meshes at any time. We focus on free surfaces of 3D particle-based, interactive liquid simulations. Thus, we extend the basic algorithm with efficient reflection and refraction approximations.
动态粒子云的交互式屏幕空间表面渲染
提出了一种基于gpu的快速三维动态粒子云边界表面绘制方法。我们设计了一种新的无网格二维屏幕空间方法,取代了在三维世界空间中提取和跟踪边界表面多边形网格的方法。首先,我们从3D粒子云中生成一个平滑的依赖于视图的深度图。然后,直接从深度图中导出表面法线,并在屏幕空间中进行照明计算。与现有的基于粒子的物体渲染方法相比,我们的方法的优势在于,我们不需要在任何时候提取3D或2D网格。我们专注于基于三维粒子的自由表面,交互式液体模拟。因此,我们用有效的反射和折射近似扩展了基本算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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