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Anisotropic screen space rendering for particle-based fluid simulation

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

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.

Details

Database :
OAIster
Notes :
application/pdf, Xu, Y., Xu, Y., Xiong, Y., Yin, D., Ban, X., Wang, X., Chang, J. and Zhang, J. J., 2023. Anisotropic screen space rendering for particle-based fluid simulation. Computers and Graphics, 110, 118-124., English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1374349395
Document Type :
Electronic Resource