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.
| Original language | English |
|---|---|
| Pages | 271-278 |
| Number of pages | 8 |
| State | Published - 2003 |
| Event | VIS 2003 PROCEEDINGS - Seattle, WA, United States Duration: Oct 19 2003 → Oct 24 2003 |
Conference
| Conference | VIS 2003 PROCEEDINGS |
|---|---|
| Country/Territory | United States |
| City | Seattle, WA |
| Period | 10/19/03 → 10/24/03 |
Keywords
- Distance Field
- Fire Propagation
- GPU Acceleration
- Lattice Boltzmann Model
- Splatting
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