Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Introduction to algorithms
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
OpenGL Game Programming
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
Simulating fire with texture splats
Proceedings of the conference on Visualization '02
Realistic and controllable fire simulation
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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
Real-time procedural volumetric fire
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Wrinkled flames and cellular patterns
ACM SIGGRAPH 2007 papers
MC slicing for volume rendering applications
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
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This paper presents an effort at developing a robust, interactive framework for rendering 3D fire in real-time in a production environment. Many techniques of rendering fire in non real-time exist and are constantly employed by the movie industry and have directly influenced and inspired real-time fire rendering, including this paper. Macrolevel behavior of fire is characterized by wind fields, temperature and moving sources and is currently processed on the CPU while micro-level behavior like turbulence, flickering, separation and shape is created on the graphics hardware. This framework provides a set of tools for level designers to wield artistic and behavioral control over fire as part of the scene. The resulting system is able to scale well, to use as few processor cycles as possible, and to efficiently integrate into an existing production environment. We present performance statistics and assess the feasibility of achieving interactive frame rates within a 3D engine framework. The framerates we obtained vary from 42 to 168 depending on the rendering conditions, and indicate that the real-time procedural fire might not be far away.