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
CONICET Digital (CONICET)
Institución
Consejo Nacional de Investigaciones Científicas y Técnicas
OAI Identificador
oai:ri.conicet.gov.ar:11336/188232

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spelling 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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