Screen space animation of fire

Screen space animation of fire
复制标题

火灾的屏幕空间动画

DOI:
10.1145/2077378.2077391
复制
发表时间:
2011
期刊:
SIGGRAPH Asia 2011 Sketches
影响因子:
--
通讯作者:
R. Egli
R. Egli
中科院分区:
--
文献类型:
--
作者:
M. Guay;F. Colin;R. Egli

文献摘要

被引文献

相似文献

我们提出了一个简单的和物理启发的方法来动画逼真地看火直接在2D而不是沿着一个3D模拟。这自然将动画的复杂度从O(n3)降低到O(n2)。火灾被表示为一个2D标量密度场位于面对相机的平面上,并在2.5D速度场下平流。在我们的方法中,通过在速度场中引入振动来模仿火在观察轴上的明显运动。我们将这些快速振动建模为可压缩流体中的压力波,因此考虑完整的Navier-Stokes方程。这些方程可以在一个单一的通道中求解,我们的方法完全在GPU上运行。一个自然的扩展是直接在屏幕空间中使用这种方法:而不是在世界空间中过滤火灾的模拟网格,我们对火灾的来源进行了渲染,并直接在屏幕空间中的粗糙网格上进行模拟。结果是不断更新的3D看起来只在2D计算火灾。
We present a simple and physically inspired method to animate realistically looking fire directly in 2D instead of along a 3D simulation. This naturally reduces the complexity of the animation from O(n3) to O(n2). The fire is represented as a 2D scalar density field located on a plane facing the camera, and is advected under a 2.5D velocity field. In our method, the apparent motion of the fire on the viewing axis is mimicked by introducing vibrations in the velocity field. We model these rapid vibrations as pressure waves found in compressible fluids and therefore consider the full Navier-Stokes equations. The equations can be solved in a single pass and our method entirely runs on the GPU. A natural extension is to make use of this method directly in screen space: instead of filtering down the fire's simulation grid in world space, we rasterize the fire's source, and perform the simulation on a coarser grid directly in screen space. The results are continuously renewed 3D-looking fires computed solely in 2D.