Real-Time Flame Simulation Based on Volume Rendering

Article Preview

Abstract:

Computer simulation of the flame is difficult to achieve real-time and realistic problem, proposing a fire simulation method based on fluid model and GPU general computing combining. The method is based on the incompressible flame, low-density, non-sticky and so on. Semi-Lagrange method is using to solve the fluid equations, using volume rendering based on 3D texture to rendering the flame. Then, using the method of energy-spectrum of radiation to control the color of the flame, and using the GPU to accelerate in parallel, balance realistic and real time.

You might also be interested in these eBooks

Info:

Periodical:

Pages:

2643-2646

Citation:

Online since:

October 2011

Export:

Price:

Permissions CCC:

Permissions PLS:

Сopyright:

© 2012 Trans Tech Publications Ltd. All Rights Reserved

Share:

Citation:

[1] Reeves W T. Particle systems-a teachinque for modeling a class of fuzzy objects [J]. Computer Graphics (S0097-8930), 1983, 17(3): 359-376.

DOI: 10.1145/964967.801167

Google Scholar

[2] Perlin K. An image synthesizer [J]. ACM Computer Graphic ACM Computer Graphics (S0730-0301) , 1985, 19(3): 287-296.

DOI: 10.1145/325165.325247

Google Scholar

[3] Beaudoin P, Paquet S, Poulin P. Realistic and controllable fire simulation [C]. In Proceedings of Graphics Interface 2001, 2001, 159-166.

Google Scholar

[4] Lamorlette A, Foater N. Structural mode- ling of flames for a production environment[J] ACM Transactions on Graphics 2002, 2002, 21(2): 729-735.

DOI: 10.1145/566654.566644

Google Scholar

[5] Christopher Horvath, Willi Geiger. Direc- table, high-resolution simulation of fire on the GPU[J]. ACM Transaction on Graphics, 2009, 28(3): 1-8.

Google Scholar