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