Author/Authors :
Jens Kruger ، نويسنده , , Rudiger Westermann ، نويسنده ,
Abstract :
As simulation and rendering capabilities continue to increase, volumetric effects like smoke, fire or explosions
will be frequently encountered in computer games and virtual environments. In this paper, we present techniques
for the visual simulation and rendering of such effects that keep up with the demands for frame rates imposed by
such environments. This is achieved by leveraging functionality on recent graphics programming units (GPUs) in
combinationwith a novel approach to model non physics-based, yet realistic variations in flow fields.We show how
to use this mechanism for simulating effects as demonstrated in Figure 1. Physics-based simulation is performed
on 2D proxy geometries, and simulation results are extruded to 3D using particle or texture based approaches.
Our method allows the animator to model and to flexibly control the dynamic behavior of volumetric effects, and
it can be used to create plausible animations of a variety of natural phenomena.