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
Link To Document :
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