Real-Time Screen Space Cartoon Water Rendering with the Iterative Separated Bilateral Filter

Authors

  • Liordino dos S. Rocha Neto Federal University of Bahia
  • Antonio L. Apolinário Jr. Federal University of Bahia

DOI:

https://doi.org/10.5753/jis.2017.672

Abstract

We present the improvements and new results of our method for rendering particle-based liquid simulations that runs in real-time and includes an adjustable performance/quality trade-off. Our approach smooths the fluid surface with an iterative version of the separated bilateral filter, and introduces a new method for generating foam and droplets that is appropriate for non-photorealistic styles. The entire method occurs in screen space, which avoids the usual artifacts of polygonization techniques. All the steps are implemented directly in the graphics hardware. Improvements include a new method to generate foam and droplets, visual enhancements in the optical effects generated by the interaction between water and light, and tests in a environment with support to collision of water particles with rigid bodies. Performance and visual analysis that includes comparisons with previous methods shows the applicability of our approach.

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Published

2017-09-14

How to Cite

NETO, L. dos S. R.; JR., A. L. A. Real-Time Screen Space Cartoon Water Rendering with the Iterative Separated Bilateral Filter. Journal on Interactive Systems, Porto Alegre, RS, v. 8, n. 1, 2017. DOI: 10.5753/jis.2017.672. Disponível em: https://sol.sbc.org.br/journals/index.php/jis/article/view/672. Acesso em: 26 apr. 2024.

Issue

Section

Special Issue - SBGAMES 2014