Elsevier

Computers & Graphics

Volume 34, Issue 6, December 2010, Pages 655-664
Computers & Graphics

Graphics for Serious Games
VFire: Immersive wildfire simulation and visualization

https://doi.org/10.1016/j.cag.2010.09.014Get rights and content

Abstract

The destruction caused by wildfires has led to the development of various models that try to predict the effects of this phenomenon. However, as the computational complexity of these models increases, their utility for real-time applications diminishes. Fortunately, the burgeoning processing power of the graphics processing unit can not only mitigate these concerns but also allow for high-fidelity visualization. We present VFire, an immersive wildfire simulation and visualization system. Users are placed in a virtual environment generated from real-world data regarding topology and vegetation. There they can simulate wildfires in real-time under various conditions. They can then experiment with various suppression techniques, such as fire breaks and water drops. The simulation is performed on the graphics card, which then provides visualization of the results. The system is intended to train fire chiefs in planning containment efforts and to educate firefighters, policymakers, and the general public about wildfire behavior and the effects of preventative measures.

Graphical Abstract

Research Highlights

Research contributions: ► Large-scale physics-based wildland fire visualization ► GPU-based forest fire simulator with adjustable real-time environmental effects ► Visual tools for fire interaction

Engineering contributions: ► Virtual reality immersive display of simulation ► Placement and rendering of numerous high-density objects

Introduction

Every year, wildfires destroy millions of acres of land and cost millions if not billions of dollars to control. From 2000 to 2002, over 18 million acres were burned, over 2000 structures were destroyed, and over 3.4 billion dollars were expended just for suppression efforts. Beyond the immediate damage caused by wildfires, there are also lingering effects that are not only environmental, but social and economical as well [1].

To better understand wildfires, scientists have developed methods for modeling wildfire behavior. These models vary in terms of the types of spreading behaviors simulated and the simulation domain used [2], [3]. Some models simulate the spread of fire across surface fuels while others simulate fire propagating into the canopies and possibly moving from tree top to tree top without interacting with the surface fuels. Still others simulate embers being lofted through the air and igniting spot fires potentially vast distances away from the source. These models take into account a variety of factors including wind, weather conditions, fuel types, and slope.

Visualization of wildfire behavior can provide a number of benefits. First of all this allows scientists to verify the accuracy of these models by comparing the results of an actual fire with the output of a simulated version. Once the model is validated, it can then be used to predict not only the behavior of an existing fire, but also the consequences of preventative measures, such as vegetation thinning and prescribed burns.

Displaying these predictions in a visually informative manner allows for community planners and/or city officials to better educate the public on existing fire hazards. Furthermore, enabling interactive manipulation of the simulation along with the visualization allows for training of fire bosses with respect to resource allocation and fire behavior. While experimentation would be dangerous and costly to perform in a real-life situation, these risks can be mitigated by simulating untested approaches first.

Virtual reality (VR) technology allows users to immerse themselves in their data. Stereoscopy provides depth information that is usually lost with standard desktop displays. This depth information enables the creation of 3D user interfaces, which can provide a more intuitive form of interaction. Additionally, combining depth information with high-fidelity graphics can allow an observer to better compare a simulated fire to a historic fire.

VFire is a wildfire simulation and visualization tool built for an immersive virtual environment. Users are able to load data about a geographical region and then experiment on this region by starting fires, manipulating fuels, and altering weather conditions. Fire simulation is performed on the graphics processing unit (GPU) to enable real-time simulation and visualization.

The remainder of this paper is structured as follows. Section 2 provides background information, while Section 3 gives an overview of the system. Section 4 outlines how the fire simulation is performed on the GPU and Section 5 describes the methods used to visualize the simulation. Section 6 discusses the interaction of the user with the system while Section 7 details the current state of the system. Finally, Section 8 offers closing thoughts and avenues for future research.

Section snippets

Background and related work

This section details work related to and referenced by VFire. Particularly, a brief history of fire models is presented followed by a review of software projects that apply these models. Virtual reality and its previous applications to visualization are then discussed.

System overview

In this section, we describe the system upon which VFire is built, beginning with the hardware platform, followed by the hardware abstraction library, and ending with the types of data used. The composition of the VFire application itself is then discussed in detail in the three subsequent sections.

GPU fire simulation

The core of VFire is its wildfire simulator. To achieve interactive feedback, the simulator was implemented on the GPU using OpenGL and GLSL. The result of this decision is that the simulation output resides within graphics memory, ready to be visualized. At the time of its development, more direct GPU programming mechanisms such as CUDA were unavailable. Future efforts will explore their use to improve efficiency. This section details the various components of the simulator and how they were

Visualization

Simulation programs generally concentrate on the simulation and less on the presentation of the simulation. Our system concentrates both on the simulation and the presentation. Providing enhanced visualizations can possibly help users to better interpret and understand what is happening at any point in time during the simulation. We concluded that a good visualization of our simulation would be one that has detailed terrain, vegetation, buildings, fire, and smoke.

Interaction

Upon starting the application, the user is presented with the virtual world rendered to physical scale. The user is able to navigate by simply pointing the wand in the direction he wishes to go and pushing up on the y-axis of the joystick. The speed at which the user travels is dependent upon the distance between the user and the terrain directly below him. At greater distances the user travels more quickly, while at lower distances, movements are much slower, allowing for fine navigation

Current status

The current version of VFire runs in the six-sided CAVE-like display described in Section 3.1 at full resolution. As a test dataset, a 10 km by 10 km area around Kyle Canyon, NV, was selected. The simulation runs at 10 m resolution initially at 200 times real-time, although this parameter is adjustable at run-time. At higher simulation speeds, performance drops as fire is able to propagate across more cells in a single update step. With the initial settings, the system runs at approximately 30

Conclusions and future work

We have presented VFire, an immersive wildfire simulation and visualization system. By harnessing the processing capabilities of the GPU, we created an interactive wildfire simulator, the output of which is immediately visualized for the user. We developed various graphical techniques to create a visualization that leveraged both image quality and utility. Using virtual reality, we provided users with unique interaction methods while also immersing them within the data. This process has been

Acknowledgements

This work is funded by the U.S. Army's RDECOM-STTC under Contract no. N61339-04-C-0072 at the Desert Research Institute.

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