Anisotropic screen space rendering for particle-based fluid simulation

Q4 Computer Science
Yanrui Xu, Yuanmu Xu, Yuege Xiong, Dou Yin, Xiaojuan Ban, Xiaokun Wang, Jian Chang, Jian Zhang
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引用次数: 0

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
基于粒子的流体模拟的各向异性屏幕空间渲染
本文提出了一种基于屏幕空间绘制方案的基于粒子的流体仿真实时流体绘制方法。我们的方法对点精灵进行各向异性变换,沿适当的轴向拉伸点精灵,基于粒子分布的加权主成分分析获得光滑的流体表面。然后将处理后的各向异性点精灵信息与流行的屏幕空间滤波器(如曲率流滤波器和窄范围滤波器)结合起来处理深度信息。实验表明,该方法可以有效地解决以往方法中存在的边缘锯齿和表面不均匀的问题,同时保留清晰的高频细节
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computer Graphics World
Computer Graphics World 工程技术-计算机:软件工程
CiteScore
0.03
自引率
0.00%
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0
审稿时长
>12 weeks
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