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In this paper, we propose a novel GPU-friendly algorithm for the Smoothed Particle Hydrodynamics (SPH) simulation for weakly compressible fluids. The major goal of our algorithm is to implement a GPU-based SPH simulation that can simulate and render a large number of particles at interactive speed. Additionally, our algorithm exhibits the following three(More)
In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PBR) and high-quality shading of transparent point surfaces. By introducing the concept of deferred blending we are able to formulate the smooth point interpolation problem as an image compositing post-processing task. Consequently, our new PBR algorithm does(More)
—We present a simple and efficient technique for out-of-core multiresolution construction and high quality visu-alization of large point datasets. The method introduces a novel hierarchical LOD data organization based on multi-way kd-trees that simplifies memory management and allows controlling the LOD tree's height. The technique is incorporated in a full(More)