Real-Time Fire Rendering Based on The Particle System

2013 ◽  
Vol 8 (9) ◽  
pp. 778-785
Author(s):  
Xumin LIU ◽  
Xiaojun WANG ◽  
Dawei QIAN ◽  
Cailing LI
Keyword(s):  
2009 ◽  
Vol 28 (12) ◽  
pp. 3007-3009
Author(s):  
Wang-gen WAN ◽  
Ji-cheng LIN ◽  
Xiao-qing YU ◽  
Huan DING ◽  
Xiao-hui TAN

2014 ◽  
Vol 1079-1080 ◽  
pp. 631-637
Author(s):  
Lan Hai Liu ◽  
Satoshi Miyake ◽  
Katsuhito Akahane ◽  
Makoto Sato

People often interact with deformable objects when they are kneading clay or making traditional desserts, either directly with their hands and fingers or through tools. Haptic interactions with virtual clay-like objects would significantly make the simulations more interesting and more real. However, to achieve a stable and real-time simulation of a clay-like particle system with high viscosity is challenging. In this research, we propose a novel method that allows real-time haptic interaction with clay-like objects. The particle system is based on a SPH(Smoothed-Particle Hydrodynamics) model, and the procedure of the conventional SPH method for fluid simulation is improved for simulating a particle system especially of high viscosity. The haptic rendering is done by a string-based haptic interface SPIDAR-G. We evaluate the performance and the stability of the proposed method in the end.


2009 ◽  
Vol 29 (1) ◽  
pp. 258-260 ◽  
Author(s):  
Yin-xia WU ◽  
Lei-ting CHEN ◽  
Ming-yun HE

2013 ◽  
Vol 373-375 ◽  
pp. 1168-1171 ◽  
Author(s):  
Hong Yan Lv ◽  
Fang Liu

Snowfall process is analyzed from the perspective of computer simulation in this paper, the dynamic properties and the static properties of snow particles are abstracted based on particle system theory. The snow particles movement is simulated with wind and no wind. To solve the problems of the blur of snowing environment and firn phenomena, the paper puts forward a method of applying pulverization to snowing virtual environment. The tests show that the simulation methods of snowfall and pulverization are effective and real, which are suit for real-time virtual environment.


2012 ◽  
Vol 505 ◽  
pp. 287-292
Author(s):  
Bin Tang ◽  
Bao Sheng Kang ◽  
Guo Dong Wang ◽  
Jian Chao Kang ◽  
Jian Dong Zhao

This paper proposes an algorithm to generate and render fireworks in real-time based on programmable graphics hardware, which divides the queue into several regions to save the time when waiting for CPU, and uses the XML external data and XNA framework to achieve the fast simulation of fireworks. The experimental results show that the algorithm can draw the fireworks vividly, meets the demand of real-timing very well, and has a great scalability.


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