{"title":"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","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":"{\"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}","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}
Towards fast, believable real-time rendering of burning objects in video games
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.