Summary: | Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a long time. In recent years, particle simulations have gained a lot of popularity for achieving such eects. One problem noted by researchers has been the diculty of generating surfaces from the particles. This thesis investigates current techniques for particle surface reconstruction. In addition to this, a GPU-based implementation using constrained mesh smoothing is described. The result is globally smooth surfaces which closely follows the distribution of the particles, though some problems are still apparent. The performance of the algortihm is approximately an order of magnitude faster than its CPU counterpart, but is clogged by bottlenecks in sections still runnning on the CPU.
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