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Fluid Surface Rendering in CUDA

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Title: A Parallel Algorithm in CUDA for Construction of Uniform Grids Used in Particle Systems Author: andrei Last modified by: andrei Created Date – PowerPoint PPT presentation

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Title: Fluid Surface Rendering in CUDA


1
Fluid Surface Rendering in CUDA
  • Andrei Monteiro
  • Marcelo Gattass
  • Assignment 4
  • June 2010

2
Topics
  • Introduction
  • Related Work
  • Algorithm
  • CUDA Implementation
  • Shading
  • Results
  • Conclusion
  • References

3
Introduction
  • Fluids are part of our daily lives.
  • Difficult to reproduce
  • Simulations are expensive
  • Water
  • Smoke
  • Explosions
  • It is typically simulated off-line and then
    visualized.
  • In this work we are focusing in rendering the
    fluid in real time.

4
Introduction
  • Fluids are simulated using particle system using
    the Smoothed-Particle Hydrodynamics (SPH) method
  • It is made up of thousands to millions of
    particles (in a large scale simulation)
  • The objective is to extract the isosurface from
    this cluster of particles.

5
Introduction
262,144 particles
6
Introduction
  • Surface Rendering techniques
  • Marching Cubes
  • Point Splatting
  • Surfels
  • In this work, we use the Marching Cubes tecnique
    which is faster than the others.

7
Related Work
  • NVIDIAs Notes on Parallel Marching Cubes
    Algorithm
  • Screen Space Fluid Rendering with Curvature Flow,
    Simon Green , NVIDIA
  • LORENSEN, W. E., AND CLINE, H. E. 1987. Marching
    cubes A high resolution 3d surface construction
    algorithm. SIGGRAPH, Comput. Graph. 21, 4,
    163169.
  • Real-Time Animation of Water, Takashi Amada.

8
Algorithm
  • Marching Cubes
  • Is based on a grid method where it evaluates a
    scalar field on the vertices.
  • We take advantage of the Uniform Grid already
    implemented in our SPH simulation.
  • If the scalar field on a vertex is less than a
    threshold (isosurface value), the vertex is
    inside the isosurface / fluid and outside
    otherwise.
  • The most difficult part of the algorithm is to
    obtain a good scalar field function as the
    smoothness of the surface generated depends
    greatly on it.
  • We then use these information to triangulate the
    surface.
  • Normals are also calculated using, for example,
    the gradient of the scalar field.

9
Algorithm
outside
isosurface
inside
10
Algorithm
outside
inside
11
Algorithm
  • Same algorithm applies in 3D, but the there are
    256 voxel-triangle configurations
  • 8 vertices per voxel
  • Total number of configurations is 28 256.
  • However, if we rotate and/or reflect the 15 cases
    below, we obtain 256 configurations.
  • In this work we use all 256 configurations.

12
CUDA Implementation
  • Triangle configurations (number of vertices,
    triangles) are stores in tables and written in
    textures.
  • Calculate number of vertices needed per voxel.
  • Count number of occupied voxels (excluding empy
    voxels with which do not contain the isosurface).
  • Compact the occupied voxels to be tightly packed.
  • Count the total number of vertices used to
    generate the surface.
  • Generate the triangles.

13
CUDA Implementation
  • 1. Calculate number of vertices needed per voxel.
  • 1 thread per voxel
  • Check if 8 corners have scalar fields less than
    the isosurafce value.
  • If so, increment voxel vertex counter.
  • Use the vertex counter to access the Vertices
    Table, which contains the number of vertices with
    that specific configuration.

14
CUDA Implementation
  • 2. Count number of occupied voxels
  • The previous step returns an array with the
    number of vertices per voxel and an array
    indicating if each voxel is occupied (1) or not
    (0).
  • Scan this array and return the number of occupied
    voxels.
  • Array elements with 0 indicates an unoccupied
    voxel.
  • Use the cudppScan from SDK, a fast scan function.

15
CUDA Implementation
  • 3. Compact the occupied voxels to be tightly
    packed
  • The previous step returns an array of occupied
    scan where elements 1 (occupied) have their
    values changed to the occupied index
    (0,1,2,3...), and elements 0 have their values
    unchanged.
  • This kernel compacts the occupied voxels indices
    by looking at the occupied scan array values.

1
0
1
1
0
0
1
1
1
Occupied Array
0
0
1
2
0
0
3
4
5
Scanned Occupied Array
0
2
3
6
7
8
0
0
0
Compacted Voxel Array
int index current Thread if (voxelOccupiedinde
x ) compactedVoxelArray
voxelOccupiedScanindex index
16
CUDA Implementation
  • 4. Count the total number of vertices used to
    generate the surface.
  • Same idea of step 2. Use cudppScan to accumulate
    the number of vertices in each voxel position in
    the array.

17
CUDA Implementation
  • 5. Generate Triangles
  • Use all information obtained in the previous
    steps.
  • 1 thread per occupied voxel.
  • Each thread obtains the current voxel index from
    the compacted voxel Array and use it to access
    the data such as number of vertices and scalar
    fields.
  • Linearly interpolate vertices and normals from
    each voxel edge

18
CUDA Implementation
f0
f0
f0
f1
f1
f1
f0 scalar fields value and gradient from one
edge vertex f1 scalar fields value and
gradient from other edge vertex float t
(isolevel - f0.w) / (f1.w - f0.w) p lerp(p0,
p1, t) n.x lerp(f0.x, f1.x, t) n.y
lerp(f0.y, f1.y, t) n.z lerp(f0.z, f1.z, t)
19
CUDA Implementation
  • Scalar Field
  • Use density as scalar field
  • Normals are obtained by

?s
Density in a position r
Kernel function
? i,j1
Grid
? i1,j
? i,j
? i-1,j
? i,j-1
20
Shading
  • Use Fresnel
  • Environment Mapping
  • Use Cube Texture
  • Reflection
  • Cube Mapping texture acces
  • Refraction
  • Cube Mapping texture access

a refracted color b reflected scene color T
thickness function
21
Results - Particles
22
Results - Mesh
23
Results - Phong
24
Results - Reflection
25
Results - Refraction
26
Results Refraction and Reflection Mixed
27
Results Refraction and Reflection Mixed
28
Results Final Rendering
29
Results Final Rendering
30
Conclusion
  • The user was able to render a fluid with physical
    effects.
  • CUDA marching cubes proved to be fast.
  • Difficulty in obtaining a scalar field.
  • Can calculate normals per vertex.

31
References
  • NVIDIAs Notes on Parallel Marching Cubes
    Algorithm.
  • Screen Space Fluid Rendering with Curvature Flow,
    Simon Green , NVIDIA. Retrieved Jun 25, 2010.
  • LORENSEN, W. E., AND CLINE, H. E. 1987. Marching
    cubes A high resolution 3d surface construction
    algorithm. SIGGRAPH, Comput. Graph. 21, 4,
    163169.
  • Real-Time Animation of Water, Takashi Amada.
  • NVIDIA CUDA Programming Guide. V. 2.0, 2008.
    Retrieved Mar 29, 2010.
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