Universität Rostock, 2009
Abstract: Realistic physically-based visual representations of liquids require three main steps to be conducted: simulation, surface extraction and rendering. Since each of these steps in itself is a computationally complex task, realistic representations of liquids is a time-consuming endeavor. As a result, approaches that aim for real-time rendering and interactivity usually have to trade off quality for rendering speed. The goal of this thesis is to accelerate the representations of realistic liquids to achieve real-time frame rates. This is accomplished by devising novel dedicated acceleration techniques for each of the above mentioned steps.
doctoral thesis free access