Dhanyu Amarasinghe
and
Ian Parberry,
"Real-time Rendering of Burning Solid Objects in Video Games",
Technical Report LARC-2012-01, Laboratory for Recreational
Computing, Dept. of Computer Science &
Engineering, Univ. of North Texas, 2012.
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.