Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
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
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Better with bubbles: enhancing the visual realism of simulated fluid
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of smoke based on vortex filament primitives
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Particle-based fluid-fluid interaction
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
A controllable, fast and stable basis for vortex based smoke simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation of open water phenomena with coupled shallow water and free surface simulations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
ACM SIGGRAPH 2008 papers
Real time physics: class notes
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH 2009 papers
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
Sounding liquids: Automatic sound synthesis from fluid simulation
ACM Transactions on Graphics (TOG)
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Physically based baking animations with smoothed particle hydrodynamics
Proceedings of Graphics Interface 2011
Animating bubble interactions in a liquid foam
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Real-time open water environments with interacting objects
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
A layered particle-based fluid model for real-time rendering of water
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Particle-based simulation of bubbles in water–solid interaction
Computer Animation and Virtual Worlds
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
Visual simulation of freezing ice with air bubbles
SIGGRAPH Asia 2012 Technical Briefs
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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Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver with free surfaces and surface tension. We present a shallow water based particle model that is coupled with a smoothed particle hydrodynamics simulation to demonstrate that real-time simulations of bubble and foam effects are possible with high frame rates. A shallow water simulation is used to represent the overall water volume. It is coupled to a particle-based bubble simulation with a flow field of spherical vortices. This bubble simulation is interacting with a smoothed particle hydrodynamics simulation including surface tension to handle foam on the fluid surface. The realism and performance of our approach is demonstrated with several test cases that run with high frame rates on a standard PC.