| Real-time rendering of fluid scene is always a challenging topic in research of computer graphics, and it plays an important role in many areas such as computer animation,3D games, and virtual reality, etc. In order to achieve real-time requirements of large-scale fluid rendering, this paper presents an anisotropic based screen space fluid rendering framework which can be applied on the universal GPU with parallel computation.In Chapter 1, we introduce the significant of fluid simulation in our modern life, while reviewing the related work in this area in computer graphics. Then we focus on the related work of screen space rendering and anisotropic based fluid rendering.In Chapter 2, we begin with discussing the physical-based SPH (Smoothed Particle Hydrodynamics) fluid simulation method, and then we present our screen space fluid rendering framework which based on SPH method. For generating smooth surfaces of fluid in screen space rendering, we present a surface smoothing model which contain three smoothing steps as position smoothing, anisotropic based depth rendering, and depth smoothing. This method has advantages over existing screen space rendering methods in representing smooth surfaces. We then present our fluid surface illumination model which is more adapted to screen space rendering.In Chapter 3, we present anisotropic based fluid modeling method under the framework of screen space rendering. We begin with discussing the related work of anisotropic based method in the areas of classic SPH fluid rendering and screen space rendering. Than we present our anisotropic fluid modeling method, which is the only method to generate initial smoothed depth in screen space rendering method. It achieves smoother depth than other isotropic based method by introducing anisotropy in screen space rendering.The summary and conclusion of this paper are given in Chapter 4, as well as the discussion of the further research work. |