Anisotropic screen space rendering for particle-based fluid simulation

Authors: Xu, Y., Xiong, Y., Yin, D., Ban, X., Wang, X., Chang, J. and Zhang, J.J.

Journal: Computers and Graphics (Pergamon)

Volume: 110

Pages: 118-124

ISSN: 0097-8493

DOI: 10.1016/j.cag.2022.12.007

Abstract:

This paper proposes a real-time fluid rendering method based on the screen space rendering scheme for particle-based fluid simulation. Our method applies anisotropic transformations to the point sprites to stretch the point sprites along appropriate axes, obtaining smooth fluid surfaces based on the weighted principal components analysis of the particle distribution. Then we combine the processed anisotropic point sprite information with popular screen space filters like curvature flow and narrow-range filters to process the depth information. Experiments show that the proposed method can efficiently resolve the issues of jagged edges and unevenness on the surface that existed in previous methods while preserving sharp high-frequency details.

https://eprints.bournemouth.ac.uk/37974/

Source: Scopus

Anisotropic screen space rendering for particle-based fluid simulation

Authors: Xu, Y., Xiong, Y., Yin, D., Ban, X., Wang, X., Chang, J. and Zhang, J.J.

Journal: COMPUTERS & GRAPHICS-UK

Volume: 110

Pages: 118-124

eISSN: 1873-7684

ISSN: 0097-8493

DOI: 10.1016/j.cag.2022.12.007

https://eprints.bournemouth.ac.uk/37974/

Source: Web of Science (Lite)

Anisotropic screen space rendering for particle-based fluid simulation

Authors: Xu, Y., Xiong, Y., Yin, D., Ban, X., Wang, X., Chang, J. and Zhang, J.J.

Journal: Computers and Graphics

Volume: 110

Pages: 118-124

ISSN: 0097-8493

Abstract:

This paper proposes a real-time fluid rendering method based on the screen space rendering scheme for particle-based fluid simulation. Our method applies anisotropic transformations to the point sprites to stretch the point sprites along appropriate axes, obtaining smooth fluid surfaces based on the weighted principal components analysis of the particle distribution. Then we combine the processed anisotropic point sprite information with popular screen space filters like curvature flow and narrow-range filters to process the depth information. Experiments show that the proposed method can efficiently resolve the issues of jagged edges and unevenness on the surface that existed in previous methods while preserving sharp high-frequency details.

https://eprints.bournemouth.ac.uk/37974/

Source: BURO EPrints