Rendering of Bézier Surfaces on Handheld Devices

We present a method for the efficient rendering of large scale particle-based foam data in screen space using a GPU based rendering pipeline. Our approach employs a multi-pass rendering technique to imitate some of the effects that are commonly accomplished by using expensive ray-tracing based methods. We demonstrate through different scenarios that our pipeline is able to produce convincing foam renderings for large scale scenarios and it has a significant performance advantage compared to using ray-casting techniques for rendering such particle data.

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