Reconstructing flicker-free surfaces in hybrid particle-grid water simulation

Robust tracking of fluid surfaces using dual marching cubes

Jong Hyun Kim, Chang-Hun Kim, Jung Lee

Research output: Contribution to journalArticle

Abstract

Abstract: We present a new method for adaptively extracting flicker-free surfaces from time-varying nonuniform point-set data such as a hybrid particle–grid water simulation. When particles are irregularly distributed in hybrid simulations, degenerate triangles and holes may occur when constructing surfaces adaptively. These abnormal surfaces appear unexpectedly between frames, and we call them “flicker” artifacts (see Fig. 1). In this paper, we address this problem by developing: (1) a kernel-based octree technique to avoid degenerate triangles being created because of size discontinuities between adjacent leaf cells; (2) a level-set error compensation algorithm to avoid apertured water surfaces caused by some particles being lost in the triangulation process; and (3) the extraction of sufficient surface particles for efficient reconstruction of surfaces with extreme amounts of spatial adaptivity. Comparisons with previous methods convincingly demonstrate that our technique successfully reduced flicker artifacts. Graphical abstract: [Figure not available: see fulltext.]

Original languageEnglish
Pages (from-to)1-13
Number of pages13
JournalJournal of Visualization
DOIs
Publication statusAccepted/In press - 2016 Oct 28

Fingerprint

flicker
grids
Fluids
fluids
water
Water
simulation
triangles
artifacts
triangulation
Error compensation
surface water
leaves
Triangulation
discontinuity
cells

Keywords

  • Dual marching cubes
  • Flicker-free surfaces
  • Physically based animation
  • Surface reconstruction

ASJC Scopus subject areas

  • Condensed Matter Physics
  • Electrical and Electronic Engineering

Cite this

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abstract = "Abstract: We present a new method for adaptively extracting flicker-free surfaces from time-varying nonuniform point-set data such as a hybrid particle–grid water simulation. When particles are irregularly distributed in hybrid simulations, degenerate triangles and holes may occur when constructing surfaces adaptively. These abnormal surfaces appear unexpectedly between frames, and we call them “flicker” artifacts (see Fig. 1). In this paper, we address this problem by developing: (1) a kernel-based octree technique to avoid degenerate triangles being created because of size discontinuities between adjacent leaf cells; (2) a level-set error compensation algorithm to avoid apertured water surfaces caused by some particles being lost in the triangulation process; and (3) the extraction of sufficient surface particles for efficient reconstruction of surfaces with extreme amounts of spatial adaptivity. Comparisons with previous methods convincingly demonstrate that our technique successfully reduced flicker artifacts. Graphical abstract: [Figure not available: see fulltext.]",
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N2 - Abstract: We present a new method for adaptively extracting flicker-free surfaces from time-varying nonuniform point-set data such as a hybrid particle–grid water simulation. When particles are irregularly distributed in hybrid simulations, degenerate triangles and holes may occur when constructing surfaces adaptively. These abnormal surfaces appear unexpectedly between frames, and we call them “flicker” artifacts (see Fig. 1). In this paper, we address this problem by developing: (1) a kernel-based octree technique to avoid degenerate triangles being created because of size discontinuities between adjacent leaf cells; (2) a level-set error compensation algorithm to avoid apertured water surfaces caused by some particles being lost in the triangulation process; and (3) the extraction of sufficient surface particles for efficient reconstruction of surfaces with extreme amounts of spatial adaptivity. Comparisons with previous methods convincingly demonstrate that our technique successfully reduced flicker artifacts. Graphical abstract: [Figure not available: see fulltext.]

AB - Abstract: We present a new method for adaptively extracting flicker-free surfaces from time-varying nonuniform point-set data such as a hybrid particle–grid water simulation. When particles are irregularly distributed in hybrid simulations, degenerate triangles and holes may occur when constructing surfaces adaptively. These abnormal surfaces appear unexpectedly between frames, and we call them “flicker” artifacts (see Fig. 1). In this paper, we address this problem by developing: (1) a kernel-based octree technique to avoid degenerate triangles being created because of size discontinuities between adjacent leaf cells; (2) a level-set error compensation algorithm to avoid apertured water surfaces caused by some particles being lost in the triangulation process; and (3) the extraction of sufficient surface particles for efficient reconstruction of surfaces with extreme amounts of spatial adaptivity. Comparisons with previous methods convincingly demonstrate that our technique successfully reduced flicker artifacts. Graphical abstract: [Figure not available: see fulltext.]

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