Graphics Reference
In-Depth Information
Figure 4.1. Splatting consists in rasterizing the smooth kernel function, the 2D case
shown here in red. In Figure 4.2, we see the sum of all the kernel functions; a scalar
field representing the density of particles.
Figure 4.2. Illustrating the scalar density field used to define the pressure constraint.
The pressure force is proportional to the density gradient pushing the particles toward
minimum density. For simplicity, we show the idea in 2D with density shown as a height
field—which can also be used as the liquid surface in Shallow Water simulations (see
Figure 4.4).
we rasterize the kernel function centered at each particle. The final result is a
smooth density grid (texture)—like the one shown in Figure 4.2—that is equiva-
lent to a convolution evaluation at each point on the texture. We could say also
that we now have a virtual particle on each grid cell.
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