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hal.structure.identifierStructural Models and Tools in Computer Graphics [IRIT-STORM]
dc.contributor.authorCANEZIN, Florian
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorGUENNEBAUD, Gael
hal.structure.identifierStructural Models and Tools in Computer Graphics [IRIT-STORM]
hal.structure.identifierUniversité Toulouse III - Paul Sabatier [UT3]
dc.contributor.authorBARTHE, Loic
dc.date.accessioned2023-05-12T10:56:17Z
dc.date.available2023-05-12T10:56:17Z
dc.date.issued2016
dc.date.conference2016-07-11
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/181949
dc.description.abstractEnParticle based simulations are widely used in computer graphics. In this field, several recent results have improved the simula- tion itself or improved the tension of the final fluid surface. In current particle based implementations, the particle neighborhood is computed by considering the Euclidean distance between fluid particles only. Thus particles from different fluid components interact, which generates both local incorrect behavior in the simulation and blending artifacts in the reconstructed fluid sur- face. Our method introduces a better neighborhood computation for both the physical simulation and surface reconstruction steps. We track and store the local fluid topology around each particle using a graph structure. In this graph, only particles within the same local fluid component are neighbors and other disconnected fluid particles are inserted only if they come into contact. The graph connectivity also takes into account the asymmetric behavior of particles when they merge and split, and the fluid surface is reconstructed accordingly, thus avoiding their blending at distance before a merge. In the simulation, this neighborhood information is exploited for better controlling the fluid density and the force interactions at the vicinity of its boundaries. For instance, it prevents the introduction of collision events when two distinct fluid components are crossing without contact, and it avoids fluid interactions through thin waterproof walls. This leads to an overall more consistent fluid simulation and reconstruction.
dc.description.sponsorshipModèles et Maillages Implicites - ANR-11-JS02-0007
dc.description.sponsorshipUniversité Fédérale de Toulouse - ANR-11-IDEX-0002
dc.language.isoen
dc.title.enTopology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
dc.typeCommunication dans un congrès avec actes
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
bordeaux.countryFR
bordeaux.title.proceedingEurographics/ ACM SIGGRAPH Symposium on Computer Animation
bordeaux.conference.cityZurich
bordeaux.peerReviewedoui
hal.identifierhal-01338636
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01338636v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.date=2016&rft.au=CANEZIN,%20Florian&GUENNEBAUD,%20Gael&BARTHE,%20Loic&rft.genre=proceeding


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