• DocumentCode
    3541826
  • Title

    Real-time rendering of melting 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
    154
  • Lastpage
    158
  • Abstract
    We present a method for simulating the melting and flowing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of using particle engines or fluid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power available by implementing the computation on a modest GPU using CUDA.
  • Keywords
    computer games; fluid dynamics; graphics processing units; parallel architectures; real-time systems; rendering (computer graphics); CUDA; GPU; burning objects; computational resources; fluid dynamics; graphical resources; melting objects; particle engines; real-time rendering; video games; Computational modeling; Deformable models; Games; Heating; Solid modeling; Solids; CUDA; Hardware acceleration; freeform deformation; melting objects; polygonal modeling;
  • 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.2013.6632624
  • Filename
    6632624