Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/1507149.1507164acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Screen space fluid rendering with curvature flow

Published: 27 February 2009 Publication History

Abstract

We present an approach for rendering the surface of a particle-based fluid that is simple to implement, has real-time performance with a configurable speed/quality trade-off, and smoothes the surface to prevent the fluid from looking "blobby" or jelly-like. The method is not based on polygonization and as such circumvents the usual grid artifacts of marching cubes. It only renders the surface where it is visible, and has inherent view-dependent level-of-detail. We use Perlin noise to add detail to the surface of the fluid. All the processing, rendering and shading steps are directly implemented on graphics hardware.

References

[1]
Adams, B., Lenaerts, T., and Dutre, P. 2006. Particle splatting: Interactive rendering of particle-based simulation data. Tech. Rep. CW 453, Department of Computer Science, K.U. Leuven, July.
[2]
Aurich, V., and Weule, J. 1995. Non-linear gaussian filters performing edge preserving diffusion. In DAGM-Symposium, 538--545.
[3]
Botsch, M., Hornung, A., Zwicker, M., and Kobbelt, L. 2005. High-quality surface splatting on today's GPUs. In Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, IEEE Computer Society, Los Alamitos, CA, USA, 17--141.
[4]
Bridson, R. 2008. Fluid Simulation for Computer Graphics. A K Peters.
[5]
Cantlay, I. 2007. High Speed, Off-Screen Particles. In GPU Gems 3, H. Nguyen, Ed., NVIDIA.
[6]
Chen, J., Paris, S., and Durand, F. 2007. Real-time edge-aware image processing with the bilateral grid. In SIGGRAPH '07: ACM SIGGRAPH 2007 papers, ACM, New York, NY, USA, 103.
[7]
Clavet, S., Beaudoin, P., and Poulin, P. 2005. Particle-based viscoelastic fluid simulation. In Symposium on Computer Animation 2005, 219--228.
[8]
Cords, H., and Staadt, O. 2008. Instant liquids. In Poster Proceedings of ACM Siggraph/Eurographics Symposium on Computer Animation.
[9]
Desbrun, M., and Gascuel, M.-P. 1996. Smoothed particles: A new paradigm for animating highly deformable bodies. In Computer Animation and Simulation '96, 61--76.
[10]
Johanson, C. 2004. Real-time water rendering - introducing the projected grid concept. Master's thesis, Department of Computer Science, Lund University.
[11]
Liu, G. R., and Liu, M. B. 2003. Smoothed Particle Hydrodynamics: A Meshfree Particle Method. World Scientific.
[12]
Lorensen, W. E., and Cline, H. E. 1987. Marching cubes: A high resolution 3d surface construction algorithm. SIGGRAPH Comput. Graph. 21, 4, 163--169.
[13]
Malladi, R., and Sethian, J. A. 1995. Level set methods for curvature flow, image enhancement, and shape recovery in medical images. In In Proc. of Conf. on Visualization and Mathematics, Springer-Verlag, 329--345.
[14]
Müller, M., Schirm, S., and Duthaler, S. 2007. Screen space meshes. In SCA '07: Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 9--15.
[15]
Perlin, K. 1985. An image synthesizer. SIGGRAPH Comput. Graph. 19, 3, 287--296.
[16]
Rosenberg, I. D., and Birdwell, K. 2008. Real-time particle isosurface extraction. In SI3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games, ACM, New York, NY, USA, 35--43.
[17]
Smereka, P. 2003. Semi-implicit level set methods for curvature and surface diffusion motion. J. Sci. Comput. 19, 1--3, 439--456.
[18]
Stora, D., Agliati, P.-O., Cani, M.-P., Neyret, F., and Gascuel, J.-D. 1999. Animating lava flows. In Graphics Interface, 203--210.
[19]
Williams, B. W. 2008. Fluid Surface Reconstruction from Particles. Master's thesis, The University Of British Columbia.
[20]
Zhang, Y., and Pajarola, R. 2007. Deferred blending: Image composition for single-pass point rendering. Computers & Graphics 31, 2, 175--189.
[21]
Zhang, Y., Solenthaler, B., and Pajarola, R. 2008. Adaptive sampling and rendering of fluids on the gpu. In In Proc. of Symposium on Point-Based Graphics, 137--146.

Cited By

View all
  • (2024)Real-Time Wave Simulation of Large-Scale Open Sea Based on Self-Adaptive Filtering and Screen Space Level of DetailJournal of Marine Science and Engineering10.3390/jmse1204057212:4(572)Online publication date: 28-Mar-2024
  • (2024)Foveated Fluid Animation in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00074(535-545)Online publication date: 16-Mar-2024
  • (2024)Real-time screen space rendering method for particle-based multiphase fluid simulationSimulation Modelling Practice and Theory10.1016/j.simpat.2024.103008136(103008)Online publication date: Nov-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
February 2009
253 pages
ISBN:9781605584294
DOI:10.1145/1507149
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 February 2009

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. GPU
  2. SPH
  3. curvature flow
  4. fluid
  5. foam
  6. noise
  7. real-time
  8. rendering
  9. screen-space

Qualifiers

  • Research-article

Conference

I3D '09
Sponsor:
I3D '09: Symposium on Interactive 3D Graphics and Games
February 27 - March 1, 2009
Massachusetts, Boston

Acceptance Rates

Overall Acceptance Rate 148 of 485 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)117
  • Downloads (Last 6 weeks)18
Reflects downloads up to 22 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Real-Time Wave Simulation of Large-Scale Open Sea Based on Self-Adaptive Filtering and Screen Space Level of DetailJournal of Marine Science and Engineering10.3390/jmse1204057212:4(572)Online publication date: 28-Mar-2024
  • (2024)Foveated Fluid Animation in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00074(535-545)Online publication date: 16-Mar-2024
  • (2024)Real-time screen space rendering method for particle-based multiphase fluid simulationSimulation Modelling Practice and Theory10.1016/j.simpat.2024.103008136(103008)Online publication date: Nov-2024
  • (2023)GPU Accelerated Modelling and Real-time Rendering of Fluid Motion2023 38th International Conference on Image and Vision Computing New Zealand (IVCNZ)10.1109/IVCNZ61134.2023.10343884(1-6)Online publication date: 29-Nov-2023
  • (2023)PhyVR: Physics-based Multi-material and Free-hand Interaction in VR2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00060(454-462)Online publication date: 16-Oct-2023
  • (2023)Surface reconstruction method for particle-based fluids using discrete indicator functionsComputers and Graphics10.1016/j.cag.2023.05.015114:C(26-35)Online publication date: 1-Aug-2023
  • (2023)Fluid RenderingDeep Learning for Fluid Simulation and Animation10.1007/978-3-031-42333-8_7(79-100)Online publication date: 11-Aug-2023
  • (2022)Efficient learning representation of noise-reduced foam effects with convolutional denoising networksPLOS ONE10.1371/journal.pone.027511717:10(e0275117)Online publication date: 10-Oct-2022
  • (2022)Narrow‐Band Screen‐Space Fluid RenderingComputer Graphics Forum10.1111/cgf.1451041:6(82-93)Online publication date: 9-Apr-2022
  • (2022)Counting Particles: a simple and fast surface reconstruction method for particle-based fluids2022 35th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI55357.2022.9991770(145-149)Online publication date: 24-Oct-2022
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media