dc.contributor.author | Gundersen, Odd Erik | en_US |
dc.contributor.author | Tangvald, Lars | en_US |
dc.contributor.editor | Ik Soo Lim and David Duce | en_US |
dc.date.accessioned | 2014-01-31T19:58:15Z | |
dc.date.available | 2014-01-31T19:58:15Z | |
dc.date.issued | 2007 | en_US |
dc.identifier.isbn | 978-3-905673-63-0 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG07/213-220 | en_US |
dc.description.abstract | In 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.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism, Animation | en_US |
dc.title | Level of Detail for Physically Based Fire | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |