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dc.contributor.authorCanezin, Florianen_US
dc.contributor.authorGuennebaud, Gaëlen_US
dc.contributor.authorBarthe, Loïcen_US
dc.contributor.editorLadislav Kavan and Chris Wojtanen_US
dc.date.accessioned2016-07-10T12:51:32Z
dc.date.available2016-07-10T12:51:32Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-009-3
dc.identifier.issn1727-5288
dc.identifier.urihttp://dx.doi.org/10.2312/sca.20161221
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161221
dc.description.abstractParticle based simulations are widely used in computer graphics. In this field, several recent results have improved the simulation itself or improved the tension of the final fluid surface. In current particle based implementations, the particle neighborhood is computed by considering the Euclidean distance between fluid particles only. Thus particles from different fluid components interact, which generates both local incorrect behavior in the simulation and blending artifacts in the reconstructed fluid surface. Our method introduces a better neighborhood computation for both the physical simulation and surface reconstruction steps. We track and store the local fluid topology around each particle using a graph structure. In this graph, only particles within the same local fluid component are neighbors and other disconnected fluid particles are inserted only if they come into contact. The graph connectivity also takes into account the asymmetric behavior of particles when they merge and split, and the fluid surface is reconstructed accordingly, thus avoiding their blending at distance before a merge. In the simulation, this neighborhood information is exploited for better controlling the fluid density and the force interactions at the vicinity of its boundaries. For instance, it prevents the introduction of collision events when two distinct fluid components are crossing without contact, and it avoids fluid interactions through thin waterproof walls. This leads to an overall more consistent fluid simulation and reconstruction.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.subjectPhysically based modeling
dc.subject
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleTopology-Aware Neighborhoods for Point-Based Simulation and Reconstructionen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation
dc.description.sectionheadersPointy Fluids
dc.identifier.doi10.2312/sca.20161221
dc.identifier.pages37-47


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