Realistic Paint Simulation based on Fluidity, Diffusion, and Absorption

We present a new method to create realistic paint simulation, utilizing the characteristics of paint, such as fluidity, diffusion, and absorption. We treat the painting elements separately as pigment, binder, solvent, and paper. Adopting smoothed-particle hydrodynamics (SPH) including a consideration of viscoelastic movement, we simulate the fluid motion of the paint and the solvent. To handle the diffusion of the pigment in the solvent, we utilize the mass transfer method. Following Fick’s law, the concentration of pigment changes and each pigment particle is diffused to the neighborhood accordingly. As time elapses, the binder and the solvent are absorbed and, for the most part, the pigment remains on the paper. The Lucas-Washburn equation determines the distance of absorption. The examples show that our approach can effectively generate various types of painting.
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