Real-time Rendering of Burning Objects in Video Games - UNT Digital Library
Por um escritor misterioso
Last updated 27 março 2025
In recent years there has been growing interest in limitless realism in computer graphics applications. Among those, my foremost concentration falls into the complex physical simulations and modeling with diverse applications for the gaming industry. Different simulations have been virtually successful by replicating the details of physical process. As a result, some were strong enough to lure the user into believable virtual worlds that could destroy any sense of attendance. In this research, I focus on fire simulations and its deformation process towards various virtual objects. In most game engines model loading takes place at the beginning of the game or when the game is transitioning between levels. Game models are stored in large data structures. Since changing or adjusting a large data structure while the game is proceeding may adversely affect the performance of the game. Therefore, developers may choose to avoid procedural simulations to save resources and avoid interruptions on performance. I introduce a process to implement a real-time model deformation while maintaining performance. It is a challenging task to achieve high quality simulation while utilizing minimum resources to represent multiple events in timely manner. Especially in video games, this overwhelming criterion would be robust enough to sustain the engaging player's willing suspension of disbelief. I have implemented and tested my method on a relatively modest GPU using CUDA. My experiments conclude this method gives a believable visual effect while using small fraction of CPU and GPU resources.

Physics-Based Combustion Simulation
Real-time Rendering of Burning Objects in Video Games - UNT

PDF) Real-time Rendering of Burning Solid Objects in Video Games

Ian PARBERRY, PhD, University of North Texas, Texas

PDF) On Determinism of Game Engines Used for Simulation-Based

PDF) Real-time Rendering of Burning Solid Objects in Video Games

Conference program 41 International Computer Music Conference
Student plays video game in the UNT Media Library] - UNT Digital

Elliott Bay Book Company

Against the Grain V34#2 April, 2022 Full Issue by against-the

Physics-Based Combustion Simulation
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