Abstract
This paper proposes a new real-time algorithm to generate visually plausible flames on arbitrary deformable objects. In order to avoid the time-consuming computation of physical fields, the main idea of our algorithm is to build an approximate distance field based on the object’s surface. And then the distance field is sampled and the distance samples are employed to fetch values from a color map which is precomputed according to physical methods. In order to simulate the dynamic flames by static distance field, simplex noise is used to disturb the sampling process. Our algorithm is also capable of handling the interaction between the flames and external factors such as wind. In order to achieve such a goal, two approximate distance fields are built to represent the inner flames and the outer flames respectively, which are combined together to accomplish the interaction. The experimental results show that our algorithm can produce visually plausible and user controllable flames on arbitrary deformable objects in real-time.
Similar content being viewed by others
References
Horvath C, Geiger W, Directable, high resolution simulation of fire on the GPU. ACM Trans Graph, 2009, 28: 1–8
Tatarinov A. Perlin fire. Nvidia Corporation Technical Report WP-03012-001v01, 2007
Sigg C, Peikert R, Gross M. Signed distance transform using graphics hardware. In: Proceedings of the 14th IEEE Visualization, Washington DC, 2003. 12
Perlin K. Improving noise. ACM Trans Graph, 2002, 21: 681–682
Inakage M. A simple model of flames. In: Proceedings of the 8th International Conference of the Computer Graphics Society on CG International Computer Graphics Around the World. New York: Springer-Verlag, 1990. 71–81
Flavien B L, Leblond M, Rousselle F. Enhanced illumination of reconstructed dynamic environments using a real-time flame model. In: Proceedings of the 4th International Conference on Computer graphics, Virtual Reality, Visualisation and Interaction in Africa. New York: ACM, 2006. 31–40
Wei X M, Li W, Mueller K, et al. Simulating fire with texture splats. In: Proceedings of the Conference on Visualization. Washington DC: IEEE Computer Society, 2002. 227–235
Rose B M. Real-time photo-realistic stereoscopic rendering of fire. Master’s Thesis. Raleigh North Carlina: North Carolina State University, 2007
Reeves W T. Particle systems-a technique for modeling a class of fuzzy objects. ACM Trans Graph, 1983, 2: 91–108
Perry C H, Picard R W. Synthesizing flames and their spreading. In: Proceedings of the 5th Eurographics Workshop on Animation and Simulation, Oslo, 1994. 1–14
Nguyen D Q, Fedkiw R, Jensen H W. Physically based modeling and animation of fire. ACM Trans Graph, 2002, 21: 721–728
Pegoraro V, Parker S G. Physically-based realistic fire rendering, In: Proceedings of the 2nd Eurographics Workshop on Natural Phenomena. Aire-la-Ville Switzerland: Eurographics Association, 2006. 51–59
Minor D. Physical simulation of fire and smoke. Master’s Thesis. Bournemouth University, 2007
Mller M, Charypar D, Gross M. Particle-based fluid simulation for interactive applications. In: Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation. New York: ACM, 2003. 154–159
Ishikawa T, Miyazaki R, Dobashi Y, et al. Visual simulation of spreading fire. In: NICOGRAPH International05, Morioka-Iwate, 2005. 43–48
Krger J, Westermann R. GPU simulation and rendering of volumetric effects for computer games and virtual environments. Comput Graph Forum, 2005, 24: 685–693
Hong Y, Zhu D M, Qiu X J, et al. Geometry-based control of fire simulation. Visual Comput, 2010, 26: 1217–1228
Zhu J, Bao K, Chang Y Z, et al. Simulation of solid burning phenomenon in real-time (in Chinese). J Comput Aid Des Comput Graph, 2011, 23: 11–19
Perlin K. An image synthesizer. In: Proceedings of the 12th Annual Conference on Computer Graphics and Interactive Techniques. New York: ACM, 1985. 287–296
Osher S J, Fedkiw R P. Level Set Methods and Dynamic Implicit Surfaces. Springer, 2003
Fisher S, Lin M C. Deformed distance fields for simulation of non-penetrating flexible bodies. In: Proceedings of the Eurographic Workshop on Computer Animation and Simulation. New York: Springer-Verlag, 2001. 99–111
Erleben K, Dohlmann H. Signed distance fields using single-pass GPU scan conversion of tetrahedra. In: Nguyen H, ed. GPU Gems 3. Upper Saddle River: AddisonCWesley, 2008. 741–763
Mauch S P. Efficient algorithms for solving static hamilton-jacobi equations. Dissertation of Doctoral Degree. Pasadena: California Institute of Technology, 2003
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Wang, L., Ye, W., Duan, M. et al. Real-time rendering of flames on arbitrary deformable objects. Sci. China Inf. Sci. 56, 1–9 (2013). https://doi.org/10.1007/s11432-013-4893-7
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11432-013-4893-7