Position Based Fluids

Posted: April 24th, 2013 | Tags: , , , , , | 6 Comments »

Position Based Fluids (PBF) is the title of our paper that has been accepted for presentation at SIGGRAPH 2013. I've set up a project page where you can download the paper and all the related content here:


I have continued working on the technique since the submission, mainly improving the rendering, and adding features like spray and foam (based on the excellent paper from the University of Freiburg: Unified Spray, Foam and Bubbles for Particle-Based Fluids). You can see the results in action below, but I recommend checking out the project page and downloading the videos, they look great at full resolution and 60hz.


6 Comments on “Position Based Fluids”

  1. 1 A New Way To Render Water In Games said at 8:47 pm on April 25th, 2013:

    [...] two videos demonstrate the concepts behind a paper to be presented at SIGGRAPH (a development conference for the technical aspects of computer graphics) by [...]

  2. 2 thierry said at 9:45 am on April 28th, 2013:

    I don't care about games...
    If it's so easy, why i haven't this in my 3dsmax right now?
    Why should i still wait hours for a water cube in realflow?
    Why videos only show us a rendering image and not a viewport display?
    How much "killer Graphic Card" do we must have to have this kind of result?
    I've seen this kind of video since five years, and looks where we are now?.. nowhere, no real progress for common people.

  3. 3 James said at 6:39 pm on April 29th, 2013:

    Miles, Cracking work Bud. Any chance we can have a chat about how this could be used with gaseous volumes. Also I can see many possibilities of this algorithm modified for explosion forces on solid matter, I do care about games and this has made me smile. Also see possible overlap to particle/beam physics solid models (Rigs and rods stuff). Ill be back on this site everyday for more info, :)

  4. 4 mmack said at 11:36 pm on April 29th, 2013:

    Hi James, yes SPH has been used for simulating gases and deformable objects, although it may not be the best choice.

    Feel free to ping me via the address on the about page.

  5. 5 Luiz Mihich said at 5:42 am on April 30th, 2013:

    Congratulations , , the vĂ­deos are
    Mass fx inplementation in 3ds Max is one of
    the best things in the Max core.
    I use max for a long time and was expecting for this, came as a surprise.
    I have a question, as I am a Realflow user.
    In order to render our simulations in 3ds
    max (I am already using 2014), Realflow
    crates an unreasonable amount of data.
    not less than dozens of gigas.
    Will nvidia method deal with huge amount
    of data as well , which are the system requirements ? I find , nowadays, Mass FX a fast and optimized solution.

  6. 6 Jorge Colmenares said at 12:22 pm on May 16th, 2013:

    Dear Miles,
    I'm an employee of the Procter&Gamble company, and have a lot of interest in some of your renderings and possible applications for modelling and simulation. is there any way to get in touch with you to ask you some specific questions? Basically we're wondering about your renderings when applied to high viscosity liquids, is this possible? also, is your algorithm applicable to non-newtonian fluids? is there anyway to actually obtain numeric response data from the renderings??
    Thanks a lot, we have a lot of interest in this. if you could reply to colmenares.j.1@pg.com

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