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Modeling and rendering viscous liquids
Author(s) -
Steele Kevin,
Cline David,
Egbert Parris K.,
Dinerstein Jonathan
Publication year - 2004
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.20
Subject(s) - smoothed particle hydrodynamics , computer science , viscosity , particle (ecology) , rendering (computer graphics) , momentum (technical analysis) , mechanics , algorithm , classical mechanics , computer graphics (images) , physics , thermodynamics , geology , oceanography , finance , economics
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.

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