Abstract
In fluid simulation, there are many surface tracking methods proposed which can be classified as level set based methods, particle based methods and their hybrid combination. In this thesis, I focus on the particle based methods which are ideal for animating violent phenomena. However, a particle based method has some potential problems. For example, it is hard to get triangle meshes from particles, not to mention to compute the surface normals and curvatures. My proposed method incorporates a table to store the state of the cell and samples the signed distance function on each grid point to solve this problem. Finally, I use the marching cube algorithm to construct fluid surface and render it with a physically- based rendering method.