Real-Time Screen-Space Liquid Rendering with Complex Refractions
Takuya Imai, Yoshihiro Kanamori, Jun Mitani
University of Tsukuba
Abstract:
Particle-based liquid is often rendered only with single refraction in real-time applications, which deteriorates the reality of liquid. We present a screen-space method for rendering particle-based liquids with up to four refractionsin real time. Our method separates liquid particles into splashes and aggregations (i.e.,liquid bodies), and generates a pair of depth maps of front- and back-facing surfaces for each. We use the depth maps of splashes as they are, but smooth those of aggregations to reduce small bumps. For smoothing depth, we iteratively fit planes locally using moving least-squares, unlike previous filtering-based approaches that cause undesirable refractions around depth boundaries. By calculating refractions with physically-based light attenuation, our method can render liquids more realistically than previous methods.
Keywords: particle-based liquids, multiple refractions, real-time rendering, screen-space approach
Publication:
- Takuya Imai, Yoshihiro Kanamori, Jun Mitani: "Real-Time Screen-Space Liquid Rendering with Complex Refractions," Computer Animation and Virtual Worlds (Special issue for CASA 2016), Volume 27, Issue 3-4, pages 425-434, May-August 2016. [PDF (7.3 MB)] [PPT (66.7 MB)] [Movie (50 MB)] [BibTex] [Code (21 MB)] [Animation Data (295 MB)]
Last modified: 26 May, 2016
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