Research on Flame Simulation Based on Improved Particle System and the Texture Mapping

2010 ◽  
Vol 44-47 ◽  
pp. 3601-3605
Author(s):  
Jian Ni ◽  
Hong Xia Liu

Flame simulation in computer graphics has been the most challenging problems. According to the key problem of real time and reality in flame simulation based on particle system, a new flame model based on improved particle system and the texture mapping is proposed in this paper. This article uses specific geometric shape as the elementary particles and combines treatment of derivatives based on the flame of the original particle system to simplify some of the dynamic equation, to reduce the difficulty of computational modeling and improve rendering speed; Through texture mapping and particle mixing effects to achieve flame changes color in different regions and reflect the temperature difference between them; In addition, the method also reflects the dynamic field of the particle system.

2012 ◽  
Vol 195-196 ◽  
pp. 723-727
Author(s):  
Wei Wei ◽  
Yan Qiong Huang

This paper proposed a method of flame simulation based on Lagrange process and chemical composition, which was non-grid and the problems associated with grids was overcome. The turbulence movement of flame was described by Lagrange process and chemical composition was added into flame simulation which increased the authenticity of flame. For real-time applications, this paper simplified the EMST model. GPU-based particle system combined with OpenGL VBO and PBO unique technology was used to accelerate finally, the speed of vertex and pixel data interaction between CPU and GPU increased two orders of magnitude, frame rate of rendering increased by 30%, which achieved fast dynamic flame real-time simulation.


Author(s):  
Elita Amrina ◽  
Regina Nofricha ◽  
Insannul Kamil ◽  
Nilda Tri Putri ◽  
Dicky Fatrias ◽  
...  

2011 ◽  
Vol 356-360 ◽  
pp. 2282-2290
Author(s):  
Lin Shuang Liu ◽  
Xin Luo ◽  
Guo Lu Yang ◽  
Ming Hui Yu

A simulation based on Brownian dynamic for perikinetic flocculation of fine sediment under the ionization is presented. The Langevin equation is used as dynamical equation for tracking each particle making up a floc. Monte Carlo method was used for simulate random variation in particle movement. An initial condition and periodic boundary condition which conformed to reality well is used for calculation. In each cell 1000 particles of 10𝝁 m, 15𝝁m, 20𝝁m, 25𝝁m, 30𝝁m in diameter were served as primary particles. Floc growth is based on the thermal force and the electrostatic force. The electrostatic force on a particle in the simulation cell is considered as a sum of the electrostatic force from other particles in the original cell. The particles are supposed to be motion with uncharged and charged state in dispersion system. A comparison of the initial flocculent time and smashing time in sludge density 1010kg/m3, 1025 kg/m3, 1050 kg/m3, 1075 kg/m3, 1100 kg/m3were present to show the effect of it on floc growth. The increase of sludge density deferred the flocculation rate. To study morphological shape of floc, the radius of gyration was revealed under different situations. On one hand the radius of gyration presented random variation with uncharged particle, On the other hand, the radius of gyration increases gradually with the increase of polar electrical charges on primal particle. Moreover, the morphological shape for the charged floc was more open than that of unchanged state. Finally, a series of experimental results are present, which is coincide with model well.


2014 ◽  
Vol 8 (3) ◽  
pp. 459-473 ◽  
Author(s):  
Ke Xu ◽  
Xin Liu ◽  
Zhen Ma ◽  
Yifeng Zhong ◽  
Wenlong Chen

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