An introduction to wavelets
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A visual model for blast waves and fracture
Proceedings of the 1999 conference on Graphics interface '99
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Structural modeling of flames for a production environment
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Modeling and Rendering of Various Natural Phenomena Consisting of Particles
CGI '01 Proceedings of the International Conference on Computer Graphics
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Real-time cloud simulation and rendering
Real-time cloud simulation and rendering
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Curl-noise for procedural fluid flow
ACM SIGGRAPH 2007 papers
Wrinkled flames and cellular patterns
ACM SIGGRAPH 2007 papers
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A novel algorithm for incompressible flow using only a coarse grid projection
ACM SIGGRAPH 2010 papers
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
A parallel multigrid Poisson solver for fluids simulation on large grids
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Guide shapes for high resolution naturalistic liquid simulation
ACM SIGGRAPH 2011 papers
ACM SIGGRAPH 2011 papers
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Screen space animation of fire
SIGGRAPH Asia 2011 Sketches
A data-driven approach for synthesizing high-resolution animation of fire
Proceedings of the Digital Production Symposium
The Visual Computer: International Journal of Computer Graphics
Interactive smoke simulation and rendering on the GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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The simulation of believable, photorealistic fire is difficult because fire is highly detailed, fast-moving, and turbulent. Traditional gridbased simulation models require large grids and long simulation times to capture even the coarsest levels of detail. In this paper, we propose a novel combination of coarse particle grid simulation with very fine, view-oriented refinement simulations performed on a GPU. We also propose a simple, GPU-based volume rendering scheme. The resulting images of fire produced by the proposed techniques are extremely detailed and can be integrated seamlessly into film-resolution images. Our refinement technique takes advantage of perceptive limitations and likely viewing behavior to split the refinement stage into separable, parallel tasks. Multiple independent GPUs are employed to rapidly refine final simulations for rendering, allowing for rapid artist turnaround time and very high resolutions. Directability is achieved by allowing virtually any user-defined particle behavior as an input to the initial coarse simulation. The physical criteria enforced by the coarse stage are minimal and could be easily implemented using any of the wide variety of commercially available fluid simulation tools. The GPU techniques utilized by our refinement stage are simple and widely available on even consumer-grade GPUs, lowering the overall implementation cost of the proposed system.