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We present a novel method for creating small scale details as splashes and foam for SPH simulations. In our technique, each fluid particle can become a source emitter of splash particles. The probability of emission is controlled by density decay and velocity of fluid particles. Splash particles are uncoupled, collide only with obstacles and follow only ballistic motion. Due to coherency of fluid motion, spatial sorting of particles usually performed in neighbor search can be done faster than using regular sorting algorithm. We provide a simple 3 step (split-sort-merge) approach to reorder particles in approximately 2/3 time of a regular sort. In the first step we split particles into a sorted and an unsorted group, then we reorder the small unsorted group with a regular sort and finally we merge both sorted groups into a new particle list. We have improved fluid surface reconstruction techniques [Zhu and Bridson 2005; Solenthaler et al. 2007] to better handle uneven distributions of particles. Our method first computes density distribution of particles which is then used for weighting the particle average similarly to previous methods. We also propose a different approach to reduce artifacts within isolated particles, without the need of eigen analysis, giving us a clean analytic expression of surface normals.