Figure 1. Sequence of images showing an example of the results achieved with our method for a falling water scene simulated through smoothed particle hidrodynamics. Notice the presence of silhouette edges and foam, as well as the absence of striped artifacts common to the separated bilateral filter smoothing results.Abstract-We present an extension to a previously developed method for rendering smooth surfaces of particle-based liquid simulations that is suitable for use in real-time interactive environments such as video games. Our extension uses a version of the bilateral filter to smooth the fluid's surface and introduce a new method for generating foam that is appropriate for nonphotorealistic styles. The method occurs in screen space, which avoids the usual artifacts of polygonization techniques and all the steps are implemented directly in the graphics hardware. Performance and visual analysis are realized to demonstrate the applicability of the approach.