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

Liordino dos S. Rocha Neto, Antonio L. Apolinário Jr.


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.


non-photorealistic rendering; screen space rendering; smoothed particle hydrodynamics simulation.