A Layered Particle-Based Fluid Model for Real-Time Rendering of Water

Florian Bagar, Daniel Scherzer, Michael Wimmer
A Layered Particle-Based Fluid Model for Real-Time Rendering of Water
Computer Graphics Forum (Proceedings EGSR 2010), 29(4):1383-1389, June 2010. [draft]

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Abstract

We present a physically based real-time water simulation and rendering method that brings volumetric foam to the real-time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle-based fluid model that is capable of accounting for the formation of foam with a layered rendering approach that is able to account for the volumetric properties of water and foam. Foam formation is simulated through Weber number thresholding. For rendering, we approximate the resulting water and foam volumes by storing their respective boundary surfaces in depth maps. This allows us to calculate the attenuation of light rays that pass through these volumes very efficiently. We also introduce an adaptive curvature flow filter that produces consistent fluid surfaces from particles independent of the viewing distance.

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BibTeX

@article{bagar2010,
  title =      "A Layered Particle-Based Fluid Model for Real-Time Rendering
               of Water",
  author =     "Florian Bagar and Daniel Scherzer and Michael Wimmer",
  year =       "2010",
  abstract =   "We present a physically based real-time water simulation and
               rendering method that brings volumetric foam to the
               real-time domain, significantly increasing the realism of
               dynamic fluids. We do this by combining a particle-based
               fluid model that is capable of accounting for the formation
               of foam with a layered rendering approach that is able to
               account for the volumetric properties of water and foam.
               Foam formation is simulated through Weber number
               thresholding. For rendering, we approximate the resulting
               water and foam volumes by storing their respective boundary
               surfaces in depth maps. This allows us to calculate the
               attenuation of light rays that pass through these volumes
               very efficiently. We also introduce an adaptive curvature
               flow filter that produces consistent fluid surfaces from
               particles independent of the viewing distance.",
  month =      jun,
  issn =       "0167-7055",
  journal =    "Computer Graphics Forum (Proceedings EGSR 2010)",
  number =     "4",
  volume =     "29",
  pages =      "1383--1389",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2010/bagar2010/",
}