Voxels on Fire

Ye Zhao, Xiaoming Wei, Zhe Fan, A. Kaufman, Hong Qin
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引用次数: 36

Abstract

We introduce a method for the animation of fire propagation and the burning consumption of objects represented as volumetric data sets. Our method uses a volumetric fire propagation model based on an enhanced distance field. It can simulate the spreading of multiple fire fronts over a specified isosurface without actually having to create that isosurface. The distance field is generated from a specific shell volume that rapidly creates narrow spatial bands around the virtual surface of any given isovalue. The complete distance field is then obtained by propagation from the initial bands. At each step multiple fire fronts can evolve simultaneously on the volumetric object. The flames of the fire are constructed from streams of particles whose movement is regulated by a velocity field generated with the hardware-accelerated Lattice Boltzmann Model (LBM). The LBM provides a physically-based simulation of the air flow around the burning object. The object voxels and the splats associated with the flame particles are rendered in the same pipeline so that the volume data with its external and internal structures can be displayed along with the fire.
体素着火了
我们介绍了一种用体积数据集表示的火焰传播和物体燃烧消耗的动画方法。我们的方法使用基于增强距离场的体积火灾传播模型。它可以模拟多个火锋在特定等值面上的蔓延,而无需实际创建该等值面。距离场是由一个特定的壳体体积产生的,它在任何给定等值的虚拟表面周围迅速产生狭窄的空间带。然后从初始波段传播得到完整的距离场。在每一步中,多个火线可以同时在体积物体上演化。火焰由粒子流构成,粒子流的运动由由硬件加速晶格玻尔兹曼模型(LBM)产生的速度场调节。LBM提供了燃烧物体周围空气流动的物理模拟。物体体素和与火焰粒子相关的碎片在相同的管道中渲染,以便其外部和内部结构的体积数据可以与火焰一起显示。
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