Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Fronts propagating with curvature-dependent speed: algorithms based on Hamilton-Jacobi formulations
Journal of Computational Physics
Three-Dimensional Front Tracking
SIAM Journal on Scientific Computing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Robust Computational Algorithms for Dynamic Interface Tracking in Three Dimensions
SIAM Journal on Scientific Computing
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
A unified approach for modeling complex occlusions in fluid simulations
ACM SIGGRAPH 2003 Sketches & Applications
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A semi-Lagrangian contouring method for fluid simulation
ACM Transactions on Graphics (TOG)
Simulation of bubbles in foam with the volume control method
ACM SIGGRAPH 2007 papers
A grid based particle method for moving interface problems
Journal of Computational Physics
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
A fast and accurate semi-Lagrangian particle level set method
Computers and Structures
Matching fluid simulation elements to surface geometry and topology
ACM SIGGRAPH 2010 papers
A multiscale approach to mesh-based surface tension flows
ACM SIGGRAPH 2010 papers
Physics-inspired topology changes for thin fluid features
ACM SIGGRAPH 2010 papers
Vector fluid: a vector graphics depiction of surface flow
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
ACSC '10 Proceedings of the Thirty-Third Australasian Conferenc on Computer Science - Volume 102
Detail-preserving fully-Eulerian interface tracking framework
ACM SIGGRAPH Asia 2010 papers
Reconstructing surfaces of particle-based fluids using anisotropic kernels
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Extended papers from NPAR 2010: Vector graphics depicting marbling flow
Computers and Graphics
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
A particle-based method for preserving fluid sheets
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A level-set method for skinning animated particle data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Liquid simulation with mesh-based surface tracking
ACM SIGGRAPH 2011 Courses
MICCAI'11 Proceedings of the 14th international conference on Medical image computing and computer-assisted intervention - Volume Part II
Tracking surfaces with evolving topology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
Parallel Surface Reconstruction for Particle-Based Fluids
Computer Graphics Forum
Reconstructing surfaces of particle-based fluids using anisotropic kernels
ACM Transactions on Graphics (TOG)
Linear-time smoke animation with vortex sheet meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Mass-conserving eulerian liquid simulation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Linear-time smoke animation with vortex sheet meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Mass-conserving eulerian liquid simulation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Generalized Hermitian Radial Basis Functions Implicits from polygonal mesh constraints
The Visual Computer: International Journal of Computer Graphics
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Surface tracking is an important problem with applications in many research fields. Among the most famous examples in computer graphics is the simulation and rendering of liquids with free surfaces. A surface that is advected by a general velocity field constantly changes its topology. This is the main reason why moving surfaces are typically defined implicitly as the zero set of a scalar field rather than by an explicit representation such as a mesh for instance. In this paper we present a method for tracking fluid surfaces using triangle meshes. This is done in two steps. First, the vertices are advected by the velocity field of the fluid. Second, self-penetrations are fixed using marching cubes triangle templates. The technique is efficient in terms of computation and memory consumption, it is simple to implement and allows for direct control of volume and feature preservation.