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