Title :
Real-time rendering of burning solid objects in video games
Author :
Amarasinghe, Dhanyu ; Parberry, Ian
Author_Institution :
Dept. of Comput. Sci. & Eng., Univ. of North Texas, Denton, TX, USA
fDate :
July 30 2013-Aug. 1 2013
Abstract :
Objects in 3D games are typically shell models, a polygon mesh representing the shell or skin of the object. While emulation of the behaviour of shell models under combustion is sufficient for many game applications and is fairly well studied, solid objects do in fact burn rather differently than shell objects. We show how to manipulate shell models so that they appear to burn as solid models. Since our burning objects will be only a small part of a video game, computation speed is of the essence. We demonstrate that our method uses only a fraction of the computational power available by implementing the computation on a modest GPU using CUDA.
Keywords :
computer games; graphics processing units; parallel architectures; rendering (computer graphics); 3D games; CUDA; GPU; behaviour emulation; polygon mesh; real-time rendering; shell models; solid object burning; video games; Combustion; Computational modeling; Deformable models; Games; Heating; Solid modeling; Solids; Procedural content generation; combustion; deformation; polygon mesh; thermal response; video game;
Conference_Titel :
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location :
Louisville, KY
Print_ISBN :
978-1-4799-0818-9
DOI :
10.1109/CGames.2013.6632621