A Real-Time Fluid Rendering Method with Adaptive Surface Smoothing and Realistic Splash

We present an adaptive approach in particle-based fluid simulation to smooth the surface rendered using splatting in screen space. A real-time effect of surface smoothing and edge preserving is achieved in both the situations that camera is close to or far away from the fluid. This method is based on Bilateral filtering and using an adaptive range coefficient according to the viewing distance, so that the filter offers more blurring effect while the camera is approaching the surface and more edge protection when the viewpoint is maintaining a long distance to the fluid. We also introduce a physics-based splash model in turbulent flow for real-time simulation with a corresponding rendering method. The local density of particles in SPH simulation and Weber number are used to determine the formation and breakup of splash particles. Based on the splash breakup regime in physics, a pattern is proposed to organize the shape formed by the newly generated breaking up particles.