Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged.In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arises at the interface between the surface of solid objects in contact with a liquids.For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.
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