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News:Rendering 3D Graphics on a 32×32 RGB LED Matrix Display with a Raspberry Pi and GeeXLab
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Particle-based methods like smoothed particle hydrodynamics (SPH) are increasingly adopted for large-scale fluid simulation in interactive computer graphics. However, surface rendering for such dynamic particle sets is challenging: current methods either produce low-quality results, or they are time consuming. In this paper, we introduce a novel approach to render high-quality fluid surfaces in screen space. Our method combines the techniques of particle splatting, ray-casting, and surface-normal estimation. We apply particle splatting to accelerate the ray-casting process, estimating the surface normal using principal component analysis (PCA) and a GPU-based technique to further accelerate our method. Our method can produce high-quality smooth surfaces while preserving thin and sharp details of large-scale fluids. The computation and memory cost of our rendering step depends only on the image resolution. These advantages make our method very suitable for previewing or rendering hundreds of millions of particles interactively. We demonstrate the efficiency and effectiveness of our method by rendering various fluid scenarios with different-sized particle sets.