Abstract
Abstract
Combining physically-based simulation with stylized visual effects not only requires changing the appearance of surfaces, but their shapes as well. We describe a new expressive rendering method for liquid animations, which can be used on top of any preexisting particle-based simulation. Our solution builds on visual particles that carry both water and air distributions, both evolving through particle history based on kinematic information from the simulation. These density fields are combined at each frame to create the implicit iso-surface of interest, rendered in an adapted style. By defining a series of visual particle states, we parametrize this model to capture the typical stylized geometry of water bodies used to highlight dynamic motion in paintings and cartoons, such as elongating droplets, concavities carved at the crest of breaking waves, and stylized air–water mixtures such as bubbles and foam , which we further enhance in 3D scenes using a dedicated stylized surface-color pattern. Regardless of the 2D or 3D nature of the input simulation, our solution maintains temporal coherence and ensures that water bodies keep an approximately constant surface in 2D, resp. volume in 3D, over time. Finally, we conducted a user study to show the effectiveness of our method against state-of-the-art AI-based tools and a hands-on evaluation with a professional artist, in a variety of animation scenarios where stylized shapes are needed. This is an extension of our previous work presented at STAG 2025. It introduces new material, including a refined blending operator, a stylized surface-color pattern, performance metrics, and artist evaluations.
Direct answer
What can I do from this paper page?
Use this page to scan "Stylizing 2D & 3D liquid animations through adaptive particle-based implicit fields" quickly: start with the summary and abstract, then check the authors, source, topics, and related papers. From here, open Scollr to follow Computer Graphics and Visualization Techniques research, save the paper, or map adjacent work.
Research areas
Follow related topics
Citation
BibTeX
@article{StevensonRegla2026Stylizing,
title = {Stylizing 2D & 3D liquid animations through adaptive particle-based implicit fields},
author = {Rodrigo Stevenson-Regla and Damien Rohmer and Loïc Barthe and Marie‐Paule Cani},
journal = {Graphical Models},
year = {2026},
doi = {10.1016/j.gmod.2026.101340},
url = {https://doi.org/10.1016/j.gmod.2026.101340}
}
FAQ
Using this paper in a discovery workflow
How do I find related work for this paper?
Use the related papers and topic links on this page as starting points. In Scollr, you can also open the paper and build a literature map around its references, citing papers, and related work.
How can I keep up with new Computer Graphics and Visualization Techniques research papers?
Follow Computer Graphics and Visualization Techniques research in Scollr. New papers from the topic flow into a personalized feed, and you can save useful studies to revisit later.
Can I cite this paper from this page?
This page includes a static BibTeX block for Stylizing 2D & 3D liquid animations through adaptive particle-based implicit fields. Always verify the DOI, source, and publication details against the publisher record before submitting a manuscript.
Follow this research in Scollr
Follow the topics and authors behind this paper, save useful studies, and build a literature map when you are ready to go deeper.
Get the app