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NEW: The project now implements the paper “Weighted Laplacian Smoothing for Surface Reconstruction of Particle-based Fluids” (Löschner, Böttcher, Jeske, Bender; 2023). It proposes a fast smoothing approach to avoid the typical bumpiness of the surfaces reconstructed from SPH simulations while preventing loss of volume for splashes and droplets that occurs with simple, non-speaclized smoothing methods. The images below show a rendering of a typical surface reconstruction (on the left) with visible bumps due to the SPH particles compared to the same surface reconstruction with weighted smoothing applied (on the right):

Image of the original surface reconstruction without smoothing (bumpy & rough) Image of the surface reconstruction with weighted smoothing applied (nice & smooth)

You can see this rendering in motion in this video. For more details see the paper and the readme in the repository.

This project consists of the following crates:

Image of the original particle data Image of a coarse reconstructed surface mesh Image of a fine reconstructed surface mesh

splashsurf is a tool to reconstruct surfaces meshes from SPH particle data. The first image shows the visualization of a set of particles from an SPH fluid simulation from SPlisHSPlasH. The particle radius is 0.025. As the rendering of a fluid should not look like a ball pit, a surface mesh has to be reconstructed from this particle data. The next image shows a reconstructed surface mesh of the fluid produced by splashsurf with a “smoothing length” of 2.2 times the particles radius and a cell size of 1.1 times the particle radius. The third image shows a finer reconstruction with a cell size of 0.45 times the particle radius. These surface meshes can then be fed into 3D rendering software such as Blender to generate beautiful water animations. The result might look something like this:

Rendered water animation