• DocumentCode
    3541807
  • 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
  • fYear
    2013
  • fDate
    July 30 2013-Aug. 1 2013
  • Firstpage
    139
  • Lastpage
    143
  • 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;
  • fLanguage
    English
  • Publisher
    ieee
  • 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
  • Type

    conf

  • DOI
    10.1109/CGames.2013.6632621
  • Filename
    6632621