Hochstetter, HendrikKolb, AndreasBernhard Thomaszewski and KangKang Yin and Rahul Narain2017-12-312017-12-312017978-1-4503-5091-41727-5288https://doi.org/10.1145/3099564.3099580https://diglib.eg.org:443/handle/10.1145/3099564-3099580In this paper we present a method to simulate evaporation and condensation of liquids. Therefore, both the air and liquid phases have to be simulated. We use, as a carrier of vapor, a coarse grid for the air phase and mass-preservingly couple it to an SPH-based liquid and rigid body simulation. Since condensation only takes place on rigid surfaces, it is captured using textures that carry water to achieve high surface detail. The textures can exchange water with the air phase and are used to generate new particles due to condensation effects yielding a full two-way coupling of air phase and liquid. In order to allow gradual evaporation and condensation processes, liquid particles can take on variable sizes. Our proposed improved implicit surface definition is able to render dynamic contact angles for moving droplets yielding highly detailed fluid rendering.Computing methodologiesPhysical simulationShape modelingSmoothed particle hydrodynamicsfluid simulationcondensationevaporationimplicit surfacedynamic contact anglefluid renderingEvaporation and Condensation of SPH-based Fluids10.1145/3099564.3099580Hendrik Hochstetter and Andreas Kolb-Computing methodologies - Physical simulation; Shape modeling; Smoothed particle hydrodynamics, fluid simulation, condensation, evaporation, implicit surface, dynamic contact angle, fluid rendering