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

D. Amarasinghe, I. Parberry
{"title":"Towards fast, believable real-time rendering of burning objects in video games","authors":"D. Amarasinghe, I. Parberry","doi":"10.1145/2159365.2159404","DOIUrl":null,"url":null,"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.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"37 1","pages":"256-258"},"PeriodicalIF":0.0000,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159365.2159404","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

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.
朝着电子游戏中燃烧物体的快速、可信的实时渲染方向发展
我们提出了一个框架,以模拟变形和消耗的多边形模型燃烧,同时产生程序火。我们的重点是实现最佳的视觉效果,同时最大限度地提高计算速度,以便处理能力可用于视频游戏中的其他任务。我们已经在使用CUDA的相对适中的GPU上实现并测试了我们的方法。我们的实验表明,我们的方法在只使用一小部分CPU和GPU资源的情况下给出了可信的火灾效果渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信