Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Photorealistic rendering of rain streaks
ACM SIGGRAPH 2006 Papers
Directable simulation of stylized water splash effects in 3D space
ACM SIGGRAPH 2006 Sketches
Artist-directable real-time rain rendering in city environments
ACM SIGGRAPH 2006 Courses
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
A spectral-particle hybrid method for rendering falling snow
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive coupling between a tree and raindrops
Computer Animation and Virtual Worlds
Technical Section: R4: Realistic rain rendering in realtime
Computers and Graphics
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The splashing of a water drop is a fascinating phenomenon that results from a variety of complex interactions between the drop and the material it impacts. In general, the distribution of droplets of a splash depends on the drop size and velocity; the surface roughness, rigidity, and wetness; and the angle of impact. Given the number of factors involved, it is difficult to develop an analytical model for the splash distribution. Instead, we take an empirical approach. We have measured the splashing behaviors of 22 different materials that are commonly found in the real world. These materials can be broadly classified as rough (e.g., wood and brick), smooth (e.g., marble and glass), flexible (e.g., silk and paper), and miscellaneous (e.g., water and moss). We have developed a stochastic model for splash distribution that builds upon empirical models previously developed in fluid dynamics and meteorology. Our model is simple and only requires 7 coefficients for generating splashes for head-on impact for a material. A more general model for generating splashes for arbitrary impact angles (due to surface inclination or wind) requires 54 coefficients. The models of different materials may be combined to generate physically plausible splashes for novel materials that have not been measured. Our model is applicable for rendering splashes due to rain as well as water drops falling from large heights such as windowsills, trees, and rooftops.