VMV2024
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Browsing VMV2024 by Subject "Computing methodologies"
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Item 3D Real-Time Hydraulic Erosion Simulation using Multi-Layered Heightmaps(The Eurographics Association, 2024) Nilles, Alexander Maximilian; Günther, Lars; Wagner, Tobias; Müller, Stefan; Linsen, Lars; Thies, JustusWe present a novel method for real-time 3D hydraulic erosion simulation of large-scale terrain. Existing hydraulic erosion methods based on heightmaps and the virtual pipes method are extended to multi-layered heightmaps that can represent more complex 3D features. Our new method for horizontal erosion is able to create overhangs, arches and to some extent caves by allowing water to erode horizontally adjacent bedrock, eventually splitting a column into two new columns. Additionally, we developed an iterative method for bedrock support check that efficiently prevents floating terrain and unrealistic overhangs by propagating bedrock connectivity while incorporating the weight of each column. We implement our method in CUDA, using only features that are also available in standard compute shaders. On a RTX 3070, the resulting method runs at approximately 6ms and 23ms per simulation step for resolutions of 20482 and 40962, respectively.Item Application of 3D Gaussian Splatting for Cinematic Anatomy on Consumer Class Devices(The Eurographics Association, 2024) Niedermayr, Simon; Neuhauser, Christoph; Petkov, Kaloian; Engel, Klaus; Westermann, Rüdiger; Linsen, Lars; Thies, JustusInteractive photorealistic rendering of 3D anatomy is used in medical education to explain the structure of the human body. It is currently restricted to frontal teaching scenarios, where even with a powerful GPU and high-speed access to a large storage device where the data set is hosted, interactive demonstrations can hardly be achieved. We present the use of novel view synthesis via compressed 3D Gaussian Splatting (3DGS) to overcome this restriction, and to even enable students to perform cinematic anatomy on lightweight and mobile devices. Our proposed pipeline first finds a set of camera poses that captures all potentially seen structures in the data. High-quality images are then generated with path tracing and converted into a compact 3DGS representation, consuming < 70 MB even for data sets of multiple GBs. This allows for real-time photorealistic novel view synthesis that recovers structures up to the voxel resolution and is almost indistinguishable from the path-traced images.