Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A continuum method for modeling surface tension
Journal of Computational Physics
Modelling merging and fragmentation in multiphase flows with SURFER
Journal of Computational Physics
Velocity boundary conditions for the simulation of free surface fluid flow
Journal of Computational Physics
Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2005 Papers
Particle-based fluid-fluid interaction
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
Physics based boiling simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Practical animation of turbulent splashing water
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation of chemically reactive fluids using a hybrid simulation method
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time simulations of bubbles and foam within a shallow water framework
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation of chemically reactive fluids using a hybrid simulation method
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2007 papers
Simulation of bubbles in foam with the volume control method
ACM SIGGRAPH 2007 papers
Stable and efficient miscible liquid-liquid interactions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2009 papers
Visual simulation of multiple unmixable fluids
Journal of Computer Science and Technology
Density contrast SPH interfaces
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Graphical Models
A practical simulation of dispersed bubble flow
ACM SIGGRAPH 2010 papers
Multi-phase fluid simulations using regional level sets
ACM SIGGRAPH Asia 2010 papers
Animating bubble interactions in a liquid foam
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Animating corrosion and erosion
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Particle-based simulation of bubbles in water–solid interaction
Computer Animation and Virtual Worlds
A hybrid Lagrangian-Eulerian formulation for bubble generation and dynamics
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Visual simulation of turbulent fluids using MLS interpolation profiles
The Visual Computer: International Journal of Computer Graphics
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We present a method for including the visual effect of bubbles in a computer graphics fluid simulation, thus enhancing the illusion of realism for a splashing fluid. Previous fluid simulation methods have not included bubbles. Bubble creation is integrated into the particle level-set fluid simulation algorithm. Individual bubbles are approximated by spheres, which form more complex shapes where they intersect. The rendering of bubbles and fluid are integrated to create the appearance of one continuous surface. At the fluid-air boundary, we integrate bubbles whenever level-set marker particles pass from from the outside to the inside of the fluid. Thus, these particles represent air that has become trapped within the fluid surface. In addition, we detect empty pockets within the fluid, that are often formed due to turbulence, and create bubbles within this space. This is an inexpensive way of giving the impression that the air trapped in air pockets has become bubbles. Photo-realistic images of simulation results are rendered with a raytracer that has been enhanced to include caustics, and to handle bubble-bubble interfaces. Comparison of these images with images rendered without bubbles supports our position that the simple addition of bubbles to a fluid simulation greatly enhances visual realism.