AbstractsComputer Science

Improving rendering times of Autodesk Maya Fluids using the GPU

by Jonas Andersson




Institution: Linköping University
Department:
Year: 2008
Keywords: Volumetric rendering; Fluid simulation; Maya; GPU; OpenGL; GLSL; Natural Sciences; Computer and Information Science; Computer Science; Naturvetenskap; Data- och informationsvetenskap; Datavetenskap (datalogi); TECHNOLOGY; Information technology; Computer science; TEKNIKVETENSKAP; Informationsteknik; Datavetenskap; Civilingenjör - Medieteknik; Master of Science in Media Technology and Engineering; teknik; Technology
Record ID: 1344907
Full text PDF: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50709


Abstract

Fluid simulation is today a hot topic in computer graphics. New highly optimized algorithms have allowed complex systems to be simulated in high speed. This master thesis describes how the graphics processing unit, found in most computer workstations, can be used to optimize the rendering of volumetric fluids. The main aim of the work has been to develop a software that is capable of rendering fluids in high quality and with high performance using OpenGL. The software was developed at Filmgate, a digital effects company in Göteborg, and much time was spent making the interface and the workflow easy to use for people familiar with Autodesk Maya. The project resulted in a standalone rendering application, together with a set of plugins to exchange data between Maya and our renderer. Most of the goals have been reached when it comes to rendering features. The performance bottleneck turned out to be reading data from disc and this is an area suitable for future development of the software.