Abstract
Recent interactive rendering approaches aim to efficiently produce images. However, time constraints deeply affect their output accuracy and realism (many light phenomena are poorly or not supported at all). To remedy this issue, in this paper, we propose a physically-based fluid rendering approach. First, while state-of-the-art methods focus on isosurface rendering with only two refractions, our proposal (1) considers the fluid as a heterogeneous participating medium with refractive boundaries, and (2) supports both multiple refractions and scattering. Second, the proposed solution is fully particle-based in the sense that no particles transformation into a grid is required. This interesting feature makes it able to handle many particle types (water, bubble, foam, and sand). On top of that, a medium with different fluids (color, phase function, etc.) can also be rendered.
Similar content being viewed by others
References
Adamson, A., & Alexa, M. (2003). Ray tracing point set surfaces. In Shape modeling international (pp. 272–279). IEEE.
Alexa, M., Behr, J., Cohen-Or, D., Fleishman, S., Levin, D., & Silva, C. T. (2003). Computing and rendering point set surfaces. IEEE Transactions on Visualization and Computer Graphics, 9(1), 3–15.
Blinn, J. F. (1982). A generalization of algebraic surface drawing. ACM Transactions on Graphics (TOG), 1(3), 235–256.
Brousset, M., Darles, E., Meneveaux, D., Poulin, P., & Crespin, B. (2016). Simulation and control of breaking waves using an external force model. Computers & Graphics, 57, 102–111.
Co, C. S., Hamann, B., & Joy, K. I. (2003). Iso-splatting: A point-based alternative to isosurface visualization. In Proceedings of 11th Pacific conference on computer graphics and applications, 2003 (pp. 325–334). IEEE.
Desbrun, M., & Gascuel, M. -P. (1996). Smoothed particles: A new paradigm for animating highly deformable bodies. In Computer animation and simulation’ 96 (pp. 61–76). Springer.
Drebin, R. A., Carpenter, L., & Hanrahan, P. (1988). Volume rendering. In ACM siggraph computer graphics (Vol. 22, pp. 65–74). ACM.
Enright, D., Fedkiw, R., Ferziger, J., & Mitchell, I. (2002). A hybrid particle level set method for improved interface capturing. Journal of Computational Physics, 183(1), 83–116.
Fedkiw, R., Stam, J., & Jensen, H. W. (2001). Visual simulation of smoke. In Proceedings of the 28th annual conference on computer graphics and interactive techniques (pp. 15–22). ACM.
Gatzke, T. D., & Grimm, C. M. (2006). Estimating curvature on triangular meshes. International Journal of Shape Modeling, 12(01), 1–28.
Gingold, R. A., & Monaghan, J. J. (1977). Smoothed particle hydrodynamics: Theory and application to non-spherical stars. Monthly Notices of the Royal Astronomical Society, 181(3), 375–389.
Goswami, P., Schlegel, P., Solenthaler, B., & Pajarola, R. (2010). Interactive SPH simulation and rendering on the GPU. In Proceedings of the 2010 ACM siggraph/eurographics symposium on computer animation (pp. 55–64). Eurographics Association.
Hadwiger, M., Sigg, C., Scharsach, H., Bühler, K., & Gross, M. (2005). Real-time ray-casting and advanced shading of discrete isosurfaces. In Computer graphics forum (Vol. 24, pp. 303–312). Wiley Online Library.
Holzschuch, N. (2015). Accurate computation of single scattering in participating media with refractive boundaries. In Computer graphics forum (Vol. 34, pp. 48–59). Wiley Online Library.
Imai, T., Kanamori, Y., & Mitani, J. (2016). Real-time screen-space liquid rendering with complex refractions. Computer Animation and Virtual Worlds, 27(3–4), 425–434.
Jakob, W. (2010). Mitsuba renderer.
Jarosz, W., Nowrouzezahrai, D., Sadeghi, I., & Jensen, H. W. (2011). A comprehensive theory of volumetric radiance estimation using photon points and beams. ACM Transactions on Graphics (TOG), 30(1), 5.
Jensen, H. W. (2001). Realistic image synthesis using photon mapping. Natick: AK Peters Ltd.
Jensen, H. W., & Christensen, P. H. (1998). Efficient simulation of light transport in scenes with participating media using photon maps. In Proceedings of the 25th annual conference on computer graphics and interactive techniques (pp. 311–320). ACM.
Kanamori, Y., Szego, Z., & Nishita, T. (2008). GPU-based fast ray casting for a large number of metaballs. In Computer graphics forum (Vol. 27, pp. 351–360). Wiley Online Library.
Kulla, C., & Fajardo, M. (2012). Importance sampling techniques for path tracing in participating media. In Computer graphics forum (Vol. 31, pp. 1519–1528). Wiley Online Library.
Lafortune, E. P., & Willems, Y. D. (1996). Rendering participating media with bidirectional path tracing. In Rendering techniques’ 96 (pp. 91–100). Springer.
Lorensen, W. E., & Cline, H. E. (1987). Marching cubes: A high resolution 3D surface construction algorithm. In ACM siggraph computer graphics (Vol. 21, pp. 163–169). ACM.
Losasso, F., Gibou, F., & Fedkiw, R. (2004). Simulating water and smoke with an octree data structure. In ACM transactions on graphics (TOG) (Vol. 23, pp. 457–462). ACM.
Monaghan, J. J. (1992). Smoothed particle hydrodynamics. Annual Review of Astronomy and Astrophysics, 30(1), 543–574.
Müller, M., Charypar, D., & Gross, M. (2003). Particle-based fluid simulation for interactive applications. In Proceedings of the 2003 ACM siggraph/eurographics symposium on computer animation (pp. 154–159). Eurographics Association.
Rama, C. H. (2012). Fluids v. 3-a large-scale, open source fluid simulator, December 2012, 1(2). http://fluids3.com.
Stam, J., & Fiume, E. (1995). Depicting fire and other gaseous phenomena using diffusion processes. In Proceedings of the 22nd annual conference on computer graphics and interactive techniques (pp. 129–136). ACM.
Takahashi, T., Fujii, H., Kunimatsu, A., Hiwada, K., Saito, T., Tanaka, K., & Ueki, H. (2003). Realistic animation of fluid with splash and foam. In Computer graphics forum (Vol. 22, pp. 391–400). Wiley Online Library.
Thürey, N., Sadlo, F., Schirm, S., Müller-Fischer, M., & Gross, M. (2007). Real-time simulations of bubbles and foam within a shallow water framework. In Proceedings of the 2007 ACM siggraph/eurographics symposium on computer animation (pp. 191–198). Eurographics Association.
van der Laan, W. J., Green, S., & Sainz, M. (2009). Screen space fluid rendering with curvature flow. In Proceedings of the 2009 symposium on interactive 3D graphics and games (pp. 91–98). ACM.
Wald, I., & Havran, V. (2006). On building fast kd-trees for ray tracing, and on doing that in o (N log N). In IEEE symposium on interactive ray tracing 2006 (pp. 61–69). IEEE.
Wang, B., Gascuel, J. -D., & Nolzschuch, N. Point-based light transport for participating media with refractive boundaries. In Proceedings of the eurographics symposium on rendering: Experimental ideas & implementations, EGSR ’16, Goslar Germany, Germany (pp. 109–119). Eurographics Association. https://doi.org/10.2312/sre.20161216. ISBN 978-3-03868-019-2. 10.2312/sre.20161216.
Wyman, C. (2005). An approximate image-space approach for interactive refraction. In ACM transactions on graphics (TOG) (Vol. 24, pp. 1050–1053). ACM.
Xiao, X., Zhang, S., & Yang, X. (2017). Real-time high-quality surface rendering for large scale particle-based fluids. In Proceedings of the 21st ACM siggraph symposium on interactive 3D graphics and games (pp. 12). ACM.
Yu, J., & Turk, G. (2013). Reconstructing surfaces of particle-based fluids using anisotropic kernels. ACM Transactions on Graphics (TOG), 32(1), 5.
Zhu, Y., & Bridson, R. (2005) Animating sand as a fluid. In: ACM Transactions on Graphics (TOG), volume 24, pages 965–972. ACM.
Zwicker, M., Pfister, H., Van Baar, J., & Gross, M. (2001). Surface splatting. In: Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pages 371–378. ACM.
Acknowledgements
Special thanks go to our colleague Mohammed A. Merzoug, Assistant Professor at the University of Batna 2, for his help. We are grateful for the time and pertinent comments given by the reviewers. This work was partly supported by the PROFAS grant.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Beddiaf, A., Babahenini, M.C. Physically-Based Rendering of Particle-Based Fluids with Light Transport Effects. 3D Res 9, 4 (2018). https://doi.org/10.1007/s13319-018-0156-0
Received:
Revised:
Accepted:
Published:
DOI: https://doi.org/10.1007/s13319-018-0156-0