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dc.contributor.authorBagar, Florianen_US
dc.contributor.authorScherzer, Danielen_US
dc.contributor.authorWimmer, Michaelen_US
dc.date.accessioned2015-02-23T16:58:12Z
dc.date.available2015-02-23T16:58:12Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01734.xen_US
dc.description.abstractWe present a physically based real-time water simulation and rendering method that brings volumetric foam to the real-time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle-based fluid model that is capable of accounting for the formation of foam with a layered rendering approach that is able to account for the volumetric properties of water and foam. Foam formation is simulated through Weber number thresholding. For rendering, we approximate the resulting water and foam volumes by storing their respective boundary surfaces in depth maps. This allows us to calculate the attenuation of light rays that pass through these volumes very efficiently. We also introduce an adaptive curvature flow filter that produces consistent fluid surfaces from particles independent of the viewing distance.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleA Layered Particle-Based Fluid Model for Real-Time Rendering of Wateren_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01734.xen_US
dc.identifier.pages1383-1389en_US


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