2 PREVIOUS WORK
Computer Graphics has a greater interest in how bub-
bles and foam simulations are visualized while Com-
putational Physics is more keen on trying to under-
stand, describe, and measure all the different physics
processes within a foam.
Analytic and iterative relaxation-based geometri-
cal methods have been used in Computer Graphics to
render foam and bubbles. For instance in (Icart and
Arqu
`
es, 1999) empirical laws were used to construct
a bubble-bubble interaction model to describe a single
layer of foam bubbles. Constructive solid geometry
(CSG) and analytical solutions were used in (Glass-
ner, 2000a; Glassner, 2000b) to visualize small-sized
bubble clusters of 2-3 bubbles.
Lagrangian elastic models have also been at-
tempted. One such attempt employs an explicit
curvature-driven model where bubble-bubble interac-
tions are modeled using energy potential functions to
penalize unwanted bubble configurations (Durikovic,
2001). In this work gas diffusions and Plateau bor-
ders are ignored and the computational mesh is fixed.
The shown foams consist of no more than 10 bub-
bles. In (Li and Volkov, 2006) a 2D elastic model is
extended with a pressure force model where pressure
variation in the external media is included to model
buoyancy. In (Iwasaki et al., 2004) a mass-spring sys-
tem is employed in a curvature-driven method similar
to (Durikovic, 2001). Results include visualizations
of 1-2 bubbles. The main contribution in this work is
a real-time rendering method that takes light interfer-
ence into account.
Fluid-based methods are another paradigm.
In (Hong and Kim, 2003) the volume-of-fluid method
and the front-tracking method are combined. Inter-
faces are directly adjusted to avoid numerical diffu-
sion and yield mass conservation. This work ad-
dresses bubbles rising in a liquid but does not deal
with foams. A continuous multiphase fluid simulator
is used in (Zheng et al., 2006) where a novel regional
level set method and a semi-implicit surface tension
model are introduced. Bubble thickness is explicit
modeled by a distribution function and the effect of
drainage is included. Gas diffusion is still not mod-
eled nor is it clear how to deal with boundary condi-
tions in the velocity field. Results show 5-10 bubbles.
Lastly bubble-bubble interaction models have also
been addressed. (K
¨
uck et al., 2002) models bubbles
using a mass-less spherical particle system. Springs
are added to model the bubble interactions. Bubble
creation and film rupture are handled by adding and
removing bubbles randomly. Plateau borders are not
modeled but instead special ray-tracing shaders are
used to mimic the real foam structure. Results are
shown with 700-3000 bubbles. A virtual beer was
poured into a glass in (Cleary et al., 2007) using a La-
grangian model of smoothed particle hydrodynamics
(SPH) which makes the interaction between the multi-
phase fluid very convincing. Gas diffusion is handled
and bubble collapsing is dealt with similar to (K
¨
uck
et al., 2002). The foam model omits modeling the
foam films and hence the importance of topological
changes. Rheology and shearing of the bubbles are
handled in a pseudo-physical way by including ex-
plicit cohesive forces between the particles. The mo-
tion of the dry foam on top of the beer is too rigid and
some realism is lost in this account.
In summary the work of foams done in Computer
Graphics are concerned with modeling film thickness
such that the interference patterns can be shown dur-
ing rendering. However, many of the dynamic foam
processes are ignored, such as gas diffusion, foam
rupture, and topological changes. Our method in-
cludes all of these. Lately, the work on bubbles and
foams in Computer Graphics have begun integrating
physically ideas (Cleary et al., 2007; Kim et al., 2007)
which allow foams and bubble clusters to behave
more convincingly. Common for the two-dimensional
foam models in Computational Physics are the re-
quirement of infinite networks which imply periodic
boundary conditions in the numerical simulations.
Distribution functions and statistics are natural inter-
ests within Computational Physics where dynamical
effects come secondary (Weaire and Kermode, 1983;
Kawasaki et al., 1989; Bolton and Weaire, 1992).
Our work introduces the vertex-based foam model
to the field of Computer Graphics. The model in-
cludes effects not previously presented in Computer
Graphics. Further we extend the model to deal with
free moving foam boundaries. We demonstrate exam-
ples of dry foam networks up to 10.000 bubbles. As
far as we know this is an order of magnitude larger
than previous published results on 2D foam simula-
tions in Computer Graphics.
3 A PRIMER ON PHYSICS OF 2D
DRY FOAM
We now briefly review the basics of 2D dry foam. A
complete source of theory can be found in (Weaire
and Hutzler, 1999). A foam is a two-phase system
in which bubbles of gas are enclosed by thin layers
of a liquid substance. Regularly a foam is disordered
which refers to the bubbles within the foam that can
vary greatly in size. Ordered foams usually do not oc-
cur in real life and are therefore a topic of theoretical
A NONLINEAR VERTEX-BASED MODEL FOR ANIMATION OF TWO-DIMENSIONAL DRY FOAM
297