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dc.contributor.authorWinchenbach, R.en_US
dc.contributor.authorKolb, A.en_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2020-10-06T16:54:06Z
dc.date.available2020-10-06T16:54:06Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14090
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14090
dc.description.abstractIn this paper, we present a novel hash map‐based sparse data structure for Smoothed Particle Hydrodynamics, which allows for efficient neighbourhood queries in spatially adaptive simulations as well as direct ray tracing of fluid surfaces. Neighbourhood queries for adaptive simulations are improved by using multiple independent data structures utilizing the same underlying self‐similar particle ordering, to significantly reduce non‐neighbourhood particle accesses. Direct ray tracing is performed using an auxiliary data structure, with constant memory consumption, which allows for efficient traversal of the hash map‐based data structure as well as efficient intersection tests. Overall, our proposed method significantly improves the performance of spatially adaptive fluid simulations and allows for direct ray tracing of the fluid surface with little memory overhead.en_US
dc.publisher© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectfluid modelling
dc.subjectanimation
dc.subjectsurface reconstruction
dc.subjectmodelling
dc.subjectray tracing
dc.subjectrendering
dc.titleMulti‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamicsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume39
dc.description.number6
dc.identifier.doi10.1111/cgf.14090
dc.identifier.pages527-541


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