Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Curves and surfaces for computer aided geometric design
Curves and surfaces for computer aided geometric design
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Geometric modeling with splines: an introduction
Geometric modeling with splines: an introduction
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
Game Physics
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time rendering and animation of plentiful flames
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Pseudorandom noise for real-time volumetric rendering of fire in a production system
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Generating flow fields variations by modulating amplitude and resizing simulation space
SIGGRAPH Asia 2013 Technical Briefs
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We present a method for generating procedural volumetric fire in real time. By combining curve-based volumetric free-form deformation, hardware-accelerated volumetric rendering and Improved Perlin Noise or M-Noise we are able to render a vibrant and uniquely animated volumetric fire that supports bi-directional environmental macro-level interactivity. Our system is easily customizable by content artists. The fire is animated both on the macro and micro levels. Macro changes are controlled either by a prescripted sequence of movements, or by a realistic particle simulation that takes into account movement, wind, high-energy particle dispersion and thermal buoyancy. Micro fire effects such as individual flame shape, location, and flicker are generated in a pixel shader using three- to four-dimensional Improved Perlin Noise or M-Noise (depending on hardware limitations and performance requirements). Our method supports efficient collision detection, which, when combined with a sufficiently intelligent particle simulation, enables real-time bi-directional interaction between the fire and its environment. The result is a three-dimensional procedural fire that is easily designed and animated by content artists, supports dynamic interaction, and can be rendered in real time.