Modeling and rendering viscous liquids: Research Articles

  • Authors:
  • Kevin Steele;David Cline;Parris K. Egbert;Jonathan Dinerstein

  • Affiliations:
  • -;-;-;-

  • Venue:
  • Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
  • Year:
  • 2004

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Abstract

We present a particle-based algorithm for modeling highly viscous liquids. Using a numerical time-integration of particle acceleration and velocity, we apply external forces to particles and use a convenient organization, the adhesion matrix, to represent forces between different types of liquids and objects. Viscosity is handled by performing a momentum exchange between particle pairs such that momentum is conserved. Volume is maintained by iteratively adjusting particle positions after each time step. We use a two-tiered approach to time stepping that allows particle positions to be updated many times per frame while expensive operations, such as calculating viscosity and adhesion, are done only a few times per frame. The liquid is rendered using an implicit surface polygonization algorithm, and we present an implicit function that convolves the liquid surface with a Gaussian function, yielding a smooth liquid skin. Copyright © 2004 John Wiley & Sons, Ltd.