Real-time procedural volumetric fire
Alfred R. Fuller, Hari Krishnan, Karim Mahrous, Bernd Hamann, Kenneth I. Joy
Symposium on Interactive 3D Graphics and Games, April 2007, pp. 175--180.
Abstract: We present a method for generating procedural volumetric fire in real time. By combining curve-based volumetric free-form deformation, hardware-accelerated volumetric rendering and Improved Perlin Noise or M-Noise we are able to render a vibrant and uniquely animated volumetric fire that supports bi-directional environmental macro-level interactivity. Our system is easily customizable by content artists. The fire is animated both on the macro and micro levels. Macro changes are controlled either by a prescripted sequence of movements, or by a realistic particle simulation that takes into account movement, wind, high-energy particle dispersion and thermal buoyancy. Micro fire effects such as individual flame shape, location, and flicker are generated in a pixel shader using three- to four-dimensional Improved Perlin Noise or M-Noise (depending on hardware limitations and performance requirements). Our method supports efficient collision detection, which, when combined with a sufficiently intelligent particle simulation, enables real-time bi-directional interaction between the fire and its environment. The result is a three-dimensional procedural fire that is easily designed and animated by content artists, supports dynamic interaction, and can be rendered in real time.
@inproceedings{Fuller:2007:RPV,
author = {Alfred R. Fuller and Hari Krishnan and Karim Mahrous and Bernd Hamann and Kenneth I. Joy},
title = {Real-time procedural volumetric fire},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {175--180},
month = apr,
year = {2007},
}
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