Non-Photorealistic Fire
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Non-Photorealistic Fire
Mike Donovan
My Project
Video game fire does not act
realistically.
Fire lags behind other graphical
aspects.
Powerful hardware makes it possible
Oblivion
Sprite
My Project
Is it possible to accurately model fire
while maintaining interactivity?
Can we then take this model and
extend it to a non-photorealistic
rendering?
Overview
Mathematical Basis
Expand to something spatial
Add the texture
Non-photorealism
Applications
Mathematical Model
Beziér spline.
Spline Lattice
Built lattice around spline
Flat squares
Alter Spline Lattice
Currently, the lattice has
uniform upward normals.
To add realism, the
lattice should “bend” with
the spline.
Derivatives
Done using the line
perpendicular to
the derivative of the
spline.
Physical Model
Create a realistic model of fire
including
Wind
Velocity (flicker)
Fuel
This creates an even more realisitic
acting fire
Texturing
2D Texture used for fire
Changes to the texture will change the fire
Fuller et al. 2007
What is non-photorealism?
Rendered in a distinctly not realistic
fashion.
Has a cartoon look and feel
Limited palette of colors
Team Fortress 2
Non-photorealism
Few colors in texture lead to fire
having limited colors
Transparency and blending cause a
uniform color in the middle while
allowing for different colors on the
fringe.
Applications
Many different ways to use the simple
Flame object:
Single flame candle
Multiple flame torch
Sprawling brush fire
Conclusions
One texture for all flames and simple
mathematical model allows for great
scalability and performance.
A single implementation of the flame
allows countless applications of fire.
Questions?
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