Screen-Space Fluid Rendering
Step 1 Render a collection of particles from the viewer’s perspective.
Step 2 No need to worry about particles outside the viewer’s perspective.
Step 3 The goal is to obtain the fluid surface from a set of particles as shown by the green curve.
Step 4 Instead of rendering points, render the particles as point sprites. A point sprite is a square texture which is always oriented toward the viewer.
Step 5 Next, all obstructed point sprites are removed because the viewer can not see them and therefore should not spend time to render them.
Step 6 Now turn the points sprites into spheres (more accurately hemispheres), that are oriented toward the viewer.
Step 7 Next, use Gaussian blur to smooth the depths of the spheres. The effect produces a more continuous surface.