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dc.contributor.authorGundersen, Odd Eriken_US
dc.contributor.authorTangvald, Larsen_US
dc.contributor.editorIk Soo Lim and David Duceen_US
dc.date.accessioned2014-01-31T19:58:15Z
dc.date.available2014-01-31T19:58:15Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-63-0en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG07/213-220en_US
dc.description.abstractIn this paper, we propose a framework for implementing level of detail for a physically based fire rendering running on the GPU. The physics of the fire is simulated using a fluid solver and combustion modelling, and the fire is visualised using a particle system. Our preliminary results indicate that by adjusting the simulation domain and particle system, performance can be increased without noticeably degrading the fire visually when it is far from the camera.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism, Animationen_US
dc.titleLevel of Detail for Physically Based Fireen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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