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Towards fast, believable real-time rendering of burning objects in video games

Published: 29 June 2011 Publication History

Abstract

We present a framework for emulating the deformation and consumption of polygonal models under combustion while generating procedural fire. Our focus is on achieving the best visual effects possible while maximizing computation speed so that the processing power is available for other tasks in video games. We have implemented and tested our method on a relatively modest GPU using CUDA. Our experiments suggest that our method gives a believable rendering of the effects of fire while using only a small fraction of CPU and GPU resources.

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D. Amarasinghe and I. Parberry. Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games. Tech. Report LARC-2010-04, Lab. for Recreational Computing, Dept. of Computer Science & Engineering, Univ. of North Texas, 2010.
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X. Wei, W. Li, K. Mueller, and A. Kaufman. Simulating fire with texture splats. In IEEE Visualization, pp. 227--234, 2002.
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Y. Zhao, X. Wei, Z. Fan, A. Kaufman, and H. Qin. Voxels on fire. Visualization Conference, IEEE, p. 36, 2003.

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FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games
June 2011
356 pages
ISBN:9781450308045
DOI:10.1145/2159365

Sponsors

  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 June 2011

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Author Tags

  1. CUDA
  2. fire modeling
  3. freeform deformation
  4. generation
  5. hardware acceleration
  6. procedural
  7. volume rendering

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  • Research-article

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FDG'11
Sponsor:
  • SASDG
FDG'11: Foundations of Digital Games
June 29 - July 1, 2011
Bordeaux, France

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FDG '11 Paper Acceptance Rate 31 of 107 submissions, 29%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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