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Blobtacular: surfacing particle system in "Pirates of the Caribbean 3"

We have developed a tool for efficient and flexible surfacing of particle systems using various optimized level set techniques and data structures. Smoothed Particle Hydrodynamics (SPH) is a popular technique in production environments since it allows for relatively fast simulations of fluid effects like splashes, filaments, and thinsheets. These elements are computationally intensive to produce with grid based fluid solvers. The traditional approach to surfacing particle systems uses CSG blending of spherical metaballs sampled on a dense, regular 3D grid. This severely limits the quality of the resulting surfaces due to resolution and computational overheads in both time and memory. Consequently SPH surfaces often have a characteristic “blobby look” that clearly reveals the underlying particles. Furthermore, particle systems are typically sparse and occupy large (empty) spaces, making them very inefficient to sample on dense, regular 3D grids. This sketch outlines different techniques that we developed to overcome these shortcomings in actual productions.