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
Link To Document