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Flame Animation. Team : Fire! 20061237 Lee, Ho-Jin 20071229 Kim, Young Soo. Objective. Modeling the flame physically and realistically Rendering of the result of simulated flame. Physical Modeling Function. INPUT : Temperature, Pressure, Density, Velocity, Material in specific time

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flame animation

Flame Animation

Team : Fire!

20061237 Lee, Ho-Jin

20071229 Kim, Young Soo

objective
Objective
  • Modeling the flame physically and realistically
  • Rendering of the result of simulated flame
physical modeling function
Physical Modeling Function
  • INPUT : Temperature, Pressure, Density, Velocity, Material in specific time
  • OUTPUT : RGB Color Value
  • Physically simulate the flame and make data for rendering
fluid simulation
Fluid Simulation
  • Get variables of each cell in next time step from data of given time

Picture from [Stam99]

navier stokes equation
Navier-Stokes Equation
  • Equation to describe the state of viscous fluid
  • Navier-Stokes Eq. for incompressible fluids was used for simulation

Velocity

fluid modeling
Fluid Modeling
  • Amount of moved fluid depends on density and velocity
fluid modeling1
Fluid Modeling
  • Derivative of density is proportional to the amount of transferred gas
  • From equation of ideal gas state
fluid modeling2
Fluid Modeling
  • Because internal energy of gas istime derivative of Temperature is
material modeling
Material Modeling
  • Like the thermal flow, oxygen and fuel flow is
material modeling1
Material Modeling
  • According to Chemical Kinetics and Arrhenius’s Equation, the amount of burned fuel is
  • Then energy conservation law gives
get rgb value from variables
Get RGB Value from Variables
  • Emitted energy proportional to the amount of burned fuel
  • RGB Values depends on temperature
    • In the basic case, it changes form red in low temperature to yellow in high temperature
volume rendering
Volume Rendering
  • 각각의 Cell을 Volume Rendering을 사용
  • Volume감 있는 Fire Animation을 표현
volume rendering1
Volume Rendering
  • 반투명한 GLUT의 Cube를 이용해 그리드의 각 Cell들의 색상 랜더링
  • Alpha Blending 시에는 Z-Buffering에만 의존할 수 없으므로 시점에 따라 뒤에서부터 그려주게 코드 작성
example rgb cube
Example [RGB Cube]
  • Different Alpha Channel Value (A= 120, 60, 30, 5)
  • Different Cell Grid Size (N = 10, 20, 50)
slide16
Demo

GRIDSIZE = 10

GRIDSIZE = 10

GRIDSIZE = 10

conclusion
Conclusion
  • Successfully modeled flame physically
    • But couldn’t find realistic and stable solution
    • Navier-Stokes Equation Solver should be more stable
  • Rendered explosion
future works
Future works
  • Develop more stable CFD Solver
  • Implement Solver for GPGPU
  • Volume Rendering using Ray Casting with GPU
reference
Reference
  • Wikipedia : Navier-Stokes Equations (http://en.wikipedia.org/wiki/Navier_Stokes, 2009.06.22 현재)
  • JosStam, "Stable Fluids", SIGGRAPH 1999, 121-128, 1999
  • JosStam, "Real-Time Fluid Dynamics for Games", Game Developer Conference 2003
  • Wikipedia : Arrhenius Equation (http://en.wikipedia.org/wiki/Arrhenius_equation, 2006.06.22 현재)
  • Keenan Crane et al, Real-Time Simulation and Rendering of 3D Fluids, GPU Gems 3, 633-675, Addison-Wesley Professional, 2007