Abstract: "We present a method for simulating the melting
and owing of material in burning objects fast
enough to be of use in video games where most
of the graphical and computational resources are
needed elsewhere. The standard practice of us-
ing particle engines or uid dynamics for melting
are far too costly for use in this environment. We
demonstrate that our method, which is based on
systematic polygonal expanding and folding, uses
only a fraction of the computational power avail-
able by implementing the computation on a very
modest GPU using CUDA"
"Objects in 3D games are typically shell models, a
polygon mesh representing the shell or skin of the
object. While emulation of the behaviour of shell
models under combustion is sucient for many
game applications and is fairly well studied, solid
objects do in fact burn rather dierently than shell
objects. We show how to manipulate shell models
so that they appear to burn as solid models. Since
our burning objects will be only a small part of a
video game, computation speed is of the essence.
We demonstrate that our method uses only a fraction
of the computational power available by implementing
the computation on a modest GPU using
CUDA."