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README.md

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Surface reconstruction library and CLI for particle data from SPH simulations, written in Rust.
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This repository consists of the following crates:
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This repository contains of the following components:
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- 🛠️ `splashsurf`: Binary crate with a CLI (command line interface) to quickly run surface reconstructions of SPH particle data files from the terminal. Install with `cargo install splashsurf`.
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- 🧰 `splashsurf_lib`: Library that implements the reconstruction pipeline used by the CLI. Allows integrating the reconstruction procedure directly into other Rust applications. Furthermore, it resembles a framework providing access to individual building blocks to create your own surface reconstruction pipeline.
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- 🧰 `splashsurf_lib`: Rust library that implements the reconstruction method used by the CLI. Allows integrating the reconstruction procedure directly into other Rust applications. Furthermore, it resembles a framework providing access to individual building blocks to create your own surface reconstruction pipeline.
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- 🐍 `pysplashsurf`: Bindings to the CLI and library for Python. Install with `pip install splashsurf` and see the [`README`](pysplashsurf/README.md) for more details.
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- 🎬 `splashsurf_studio`: Blender add-on built on top of the Python bindings for on-the-fly surface reconstruction. Available from the [official Blender extension repository](https://extensions.blender.org/add-ons/splashsurf-studio/).
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This page provides an overview of the CLI's features and high-level notes on implementation of the reconstruction method.
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<p align="center">
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<img src="example_particles.png" alt="Image of the original particle data" width="32%"> <img src="example_coarse.png" alt="Image of a coarse reconstructed surface mesh" width="32%"> <img src="example_fine.png" alt="Image of a fine reconstructed surface mesh" width="32%">
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</p>
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`splashsurf` is a tool to reconstruct surfaces meshes from SPH particle data.
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The first image shows the visualization of a set of particles from an SPH fluid simulation from [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH).
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The particle radius is `0.025`. As the rendering of a fluid should not look like a ball pit, a surface mesh has to be
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reconstructed from this particle data. The next image shows a reconstructed surface mesh of the fluid produced by `splashsurf`
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with a "smoothing length" of `2.2` times the particles radius and a cell size of `1.1` times the particle radius. The
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third image shows a finer reconstruction with a cell size of `0.45` times the particle radius. These surface meshes can
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then be fed into 3D rendering software such as [Blender](https://www.blender.org/) to generate beautiful water animations.
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The result might look something like this:
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`splashsurf` is a tool designed to reconstruct surface meshes from SPH particle data.
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The first image illustrates the visualization of a set of particles from an SPH fluid simulation made using [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH).
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The particle radius is `0.025`.
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To ensure that the rendering of a fluid does not resemble a ball pit, a surface mesh must be reconstructed from this particle data.
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The second image displays a reconstructed surface mesh of the fluid produced by `splashsurf`, utilizing a "smoothing length" of `2.2` times the particle radius and a cell size of `1.1` times the particle radius.
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The third image showcases a finer reconstruction with a cell size of `0.45` times the particle radius.
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These surface meshes can then be imported into 3D rendering software such as [Blender](https://www.blender.org/) to create stunning water animations.
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The result may resemble the following:
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<p align="center">
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<img src="https://raw.githubusercontent.com/w1th0utnam3/w1th0utnam3.github.io/master/splashsurf.gif" alt="Rendered water animation" width="96%">
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</p>
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Note: This animation does not show the recently added smoothing features of the tool, for more recent rendering see [this video](https://youtu.be/2bYvaUXlBQs).
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**Contents**

splashsurf/README.md

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[![Rust library & CLI](https://github.com/InteractiveComputerGraphics/splashsurf/actions/workflows/build.yml/badge.svg)](https://github.com/InteractiveComputerGraphics/splashsurf/actions/workflows/build.yml)
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[![Python bindings](https://github.com/InteractiveComputerGraphics/splashsurf/actions/workflows/pysplashsurf_CI.yml/badge.svg)](https://github.com/InteractiveComputerGraphics/splashsurf/actions/workflows/pysplashsurf_CI.yml)
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CLI for surface reconstruction of particle data from SPH simulations, written in Rust. For a the library used by the CLI see the [`splashsurf_lib`](https://crates.io/crates/splashsurf_lib) crate.
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CLI for surface reconstruction of particle data from SPH simulations, written in Rust. For the library used by the CLI see the [`splashsurf_lib`](https://crates.io/crates/splashsurf_lib) crate.
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<p align="center">
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<img src="https://raw.githubusercontent.com/InteractiveComputerGraphics/splashsurf/main/example_particles.png" alt="Image of the original particle data" width="32%"> <img src="https://raw.githubusercontent.com/InteractiveComputerGraphics/splashsurf/main/example_coarse.png" alt="Image of a coarse reconstructed surface mesh" width="32%"> <img src="https://raw.githubusercontent.com/InteractiveComputerGraphics/splashsurf/main/example_fine.png" alt="Image of a fine reconstructed surface mesh" width="32%">
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</p>
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`splashsurf` is a tool to reconstruct surfaces meshes from SPH particle data.
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The first image shows the visualization of a set of particles from an SPH fluid simulation from [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH).
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The particle radius is `0.025`. As the rendering of a fluid should not look like a ball pit, a surface mesh has to be
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reconstructed from this particle data. The next image shows a reconstructed surface mesh of the fluid produced by `splashsurf`
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with a "smoothing length" of `2.2` times the particles radius and a cell size of `1.1` times the particle radius. The
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third image shows a finer reconstruction with a cell size of `0.45` times the particle radius. These surface meshes can
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then be fed into 3D rendering software such as [Blender](https://www.blender.org/) to generate beautiful water animations.
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The result might look something like this:
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`splashsurf` is a tool designed to reconstruct surface meshes from SPH particle data.
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The first image illustrates the visualization of a set of particles from an SPH fluid simulation made using [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH).
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The particle radius is `0.025`.
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To ensure that the rendering of a fluid does not resemble a ball pit, a surface mesh must be reconstructed from this particle data.
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The second image displays a reconstructed surface mesh of the fluid produced by `splashsurf`, utilizing a "smoothing length" of `2.2` times the particle radius and a cell size of `1.1` times the particle radius.
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The third image showcases a finer reconstruction with a cell size of `0.45` times the particle radius.
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These surface meshes can then be imported into 3D rendering software such as [Blender](https://www.blender.org/) to create stunning water animations.
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The result may resemble the following:
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<p align="center">
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<img src="https://raw.githubusercontent.com/w1th0utnam3/w1th0utnam3.github.io/master/splashsurf.gif" alt="Rendered water animation" width="96%">
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</p>
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Note: This animation does not show the recently added smoothing features of the tool, for more recent rendering see [this video](https://youtu.be/2bYvaUXlBQs).
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---
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**Contents**

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