Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Realistic and controllable fire simulation
GRIN'01 No description on Graphics interface 2001
Cut-and-paste editing of multiresolution surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Simulating fire with texture splats
Proceedings of the conference on Visualization '02
Simulation and visualization of fire using extended lindenmayer systems
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Water Wave Animation on Mesh Surfaces
Computing in Science and Engineering
Parameterization of 3D Surface Patches by Straightest Distances
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Straightest paths on meshes by cutting planes
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
Physically-based realistic fire rendering
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
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We present a new method for the animation of fire on polyhedral surfaces. Using the notion of discrete straightest geodesics, we evolve fire fronts directly on the surface of arbitrarily complex objects. Animator control and motion complexity is achieved by driving the fire motion using multi-scale turbulent wind fields and geometric quantities. Our model also supports adaptivity of the fire fronts, multiple simultaneous fires, and merging of multiple fires. This new technique produces convincing simulations at interactive rates even on a low-end PC, greatly increasing the productivity of the animation design process.