Brochu, TysonBatty, ChristopherBridson, Robert2021-02-032021-02-032010-07https://doi.org/10.1145/1778765.1778784http://hdl.handle.net/10012/16793© Tyson Brochu, Christopher Batty & Robert Bridson | ACM 2010. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACM Transactions on Graphics, http://dx.doi.org/10.1145/1778765.1778784.We introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the computational domain; we exploit this by choosing samples that accurately capture the geometry and topology of the liquid surface. When combined with high-resolution explicit surface tracking this allows us to simulate nearly arbitrarily thin features, while eliminating noise and other artifacts that arise when there is a resolution mismatch between the simulation and the surface---and allowing a precise inclusion of surface tension based directly on and at the same resolution as the surface mesh. In addition, we present a simplified Voronoi/Delaunay mesh velocity interpolation scheme, and a direct extension of embedded free surfaces and solid boundaries to Voronoi meshes.enfluid simulationliquidsmeshessurface tensionMatching fluid simulation elements to surface geometry and topologyArticle