A Comprehensive Method for Liquid-to-Solid Interactions
- Autores
- Bajo, Juan Miguel; Delrieux, Claudio Augusto; Patow, Gustavo
- Año de publicación
- 2022
- Idioma
- inglés
- Tipo de recurso
- artículo
- Estado
- versión publicada
- Descripción
- Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.
Fil: Bajo, Juan Miguel. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina
Fil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina
Fil: Patow, Gustavo. No especifíca; - Materia
-
BUOYANCY
COMPUTER GRAPHICS
PROCEDURAL ANIMATION
REAL-TIME RENDERING
WETTING - Nivel de accesibilidad
- acceso abierto
- Condiciones de uso
- https://creativecommons.org/licenses/by/2.5/ar/
- Repositorio
- Institución
- Consejo Nacional de Investigaciones Científicas y Técnicas
- OAI Identificador
- oai:ri.conicet.gov.ar:11336/188232
Ver los metadatos del registro completo
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A Comprehensive Method for Liquid-to-Solid InteractionsBajo, Juan MiguelDelrieux, Claudio AugustoPatow, GustavoBUOYANCYCOMPUTER GRAPHICSPROCEDURAL ANIMATIONREAL-TIME RENDERINGWETTINGhttps://purl.org/becyt/ford/1.2https://purl.org/becyt/ford/1Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.Fil: Bajo, Juan Miguel. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; ArgentinaFil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; ArgentinaFil: Patow, Gustavo. No especifíca;Latin American Center for Informatics Studies2022-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfapplication/pdfhttp://hdl.handle.net/11336/188232Bajo, Juan Miguel; Delrieux, Claudio Augusto; Patow, Gustavo; A Comprehensive Method for Liquid-to-Solid Interactions; Latin American Center for Informatics Studies; CLEI Eletronic Journal; 25; 1; 4-2022; 1-160717-5000CONICET DigitalCONICETenginfo:eu-repo/semantics/altIdentifier/doi/10.19153/CLEIEJ.25.1.4info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/2.5/ar/reponame:CONICET Digital (CONICET)instname:Consejo Nacional de Investigaciones Científicas y Técnicas2025-09-29T10:03:22Zoai:ri.conicet.gov.ar:11336/188232instacron:CONICETInstitucionalhttp://ri.conicet.gov.ar/Organismo científico-tecnológicoNo correspondehttp://ri.conicet.gov.ar/oai/requestdasensio@conicet.gov.ar; lcarlino@conicet.gov.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:34982025-09-29 10:03:23.124CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicasfalse |
dc.title.none.fl_str_mv |
A Comprehensive Method for Liquid-to-Solid Interactions |
title |
A Comprehensive Method for Liquid-to-Solid Interactions |
spellingShingle |
A Comprehensive Method for Liquid-to-Solid Interactions Bajo, Juan Miguel BUOYANCY COMPUTER GRAPHICS PROCEDURAL ANIMATION REAL-TIME RENDERING WETTING |
title_short |
A Comprehensive Method for Liquid-to-Solid Interactions |
title_full |
A Comprehensive Method for Liquid-to-Solid Interactions |
title_fullStr |
A Comprehensive Method for Liquid-to-Solid Interactions |
title_full_unstemmed |
A Comprehensive Method for Liquid-to-Solid Interactions |
title_sort |
A Comprehensive Method for Liquid-to-Solid Interactions |
dc.creator.none.fl_str_mv |
Bajo, Juan Miguel Delrieux, Claudio Augusto Patow, Gustavo |
author |
Bajo, Juan Miguel |
author_facet |
Bajo, Juan Miguel Delrieux, Claudio Augusto Patow, Gustavo |
author_role |
author |
author2 |
Delrieux, Claudio Augusto Patow, Gustavo |
author2_role |
author author |
dc.subject.none.fl_str_mv |
BUOYANCY COMPUTER GRAPHICS PROCEDURAL ANIMATION REAL-TIME RENDERING WETTING |
topic |
BUOYANCY COMPUTER GRAPHICS PROCEDURAL ANIMATION REAL-TIME RENDERING WETTING |
purl_subject.fl_str_mv |
https://purl.org/becyt/ford/1.2 https://purl.org/becyt/ford/1 |
dc.description.none.fl_txt_mv |
Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines. Fil: Bajo, Juan Miguel. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina Fil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina Fil: Patow, Gustavo. No especifíca; |
description |
Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-04 |
dc.type.none.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion http://purl.org/coar/resource_type/c_6501 info:ar-repo/semantics/articulo |
format |
article |
status_str |
publishedVersion |
dc.identifier.none.fl_str_mv |
http://hdl.handle.net/11336/188232 Bajo, Juan Miguel; Delrieux, Claudio Augusto; Patow, Gustavo; A Comprehensive Method for Liquid-to-Solid Interactions; Latin American Center for Informatics Studies; CLEI Eletronic Journal; 25; 1; 4-2022; 1-16 0717-5000 CONICET Digital CONICET |
url |
http://hdl.handle.net/11336/188232 |
identifier_str_mv |
Bajo, Juan Miguel; Delrieux, Claudio Augusto; Patow, Gustavo; A Comprehensive Method for Liquid-to-Solid Interactions; Latin American Center for Informatics Studies; CLEI Eletronic Journal; 25; 1; 4-2022; 1-16 0717-5000 CONICET Digital CONICET |
dc.language.none.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
info:eu-repo/semantics/altIdentifier/doi/10.19153/CLEIEJ.25.1.4 |
dc.rights.none.fl_str_mv |
info:eu-repo/semantics/openAccess https://creativecommons.org/licenses/by/2.5/ar/ |
eu_rights_str_mv |
openAccess |
rights_invalid_str_mv |
https://creativecommons.org/licenses/by/2.5/ar/ |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Latin American Center for Informatics Studies |
publisher.none.fl_str_mv |
Latin American Center for Informatics Studies |
dc.source.none.fl_str_mv |
reponame:CONICET Digital (CONICET) instname:Consejo Nacional de Investigaciones Científicas y Técnicas |
reponame_str |
CONICET Digital (CONICET) |
collection |
CONICET Digital (CONICET) |
instname_str |
Consejo Nacional de Investigaciones Científicas y Técnicas |
repository.name.fl_str_mv |
CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas |
repository.mail.fl_str_mv |
dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar |
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1844613848870420480 |
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13.070432 |