A Simple Surface Tracking Method for Physically-Based 3D Water Simulations
Abstract
Water simulation, and more generically fluid simulation, is an important research topic in computer graphics. In 3D Eulerian Navier-Stokes-based water simulations, surface tracking and rendering are two delicate problems. The existing solutions to these problems (i.e., implicit surfaces-based approaches, height-fields, ray-tracing), are either to computationally intensive for real-time scenarios, or present bulge water surfaces (i.e., blobby water surfaces). In this paper, we propose a novel tracking algorithm for rendering water surfaces. Instead of tracking the flow of water using either level sets or height-fields, each cell of an 3D grid density value is directly measured in order to determine if it is either water, air, or water-air contact surface. The information in each cell is later used for the water surface splat rendering, using OpenGL vertex buffer objects.
BibTeX
@inproceedings {10.2312:pt.20111139,
booktitle = {V Ibero-American Symposium in Computer Graphics},
editor = {Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.},
title = {{A Simple Surface Tracking Method for Physically-Based 3D Water Simulations}},
author = {Amador, G. and Gomes, A.},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-152-6},
DOI = {10.2312/pt.20111139}
}
booktitle = {V Ibero-American Symposium in Computer Graphics},
editor = {Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.},
title = {{A Simple Surface Tracking Method for Physically-Based 3D Water Simulations}},
author = {Amador, G. and Gomes, A.},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-152-6},
DOI = {10.2312/pt.20111139}
}
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