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Vorton Combustion

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Uploaded by on Oct 16, 2011

Fluid simulation for video games: Real-time vortex fluid simulation of combustion.

There is only one particle system in this demo: Each particle has fuel, flame and smoke components. This video does NOT separately model fuel, flame and smoke systems; they are all unified.

The rendering is straightforward old-fashioned fixed-function rendering: no shaders. This demo spends more than half of its time rendering, because so much is done on the CPU. With programmable shaders, the rendering could be cut down to probably 1/4th (or less) of its current time, and it would look better too.

But, these demos focus on the simulation, not rendering.

See http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-par... for explanation and source code.

See http://mijagourlay.com/ for more information.

Note that a combustion scientist would consider this model to be laughably simplistic and entirely lacking in scientific and engineering merit. And, for their purposes, I completely agree. This model is meant for visual effects in interactive simulation, only. Here, speed always wins over accuracy, and I've taken drastic liberties with this simulation to get it to run fast. So, please do not confuse this demo for an attempt at anything other than cheap eye candy.

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  • @skcaldwell Thanks! Another (part 12) should come out "soon" -- in a few weeks, perhaps.

  • Fucking. Awesome.

    Loved your articles on intel.com.

  • @TheQue This demo does not use either GPGPU features nor programmable shaders; it uses old-style fixed-function rendering. I elected to use a pure CPU solution for the simulation code, and to focus on simulation algorithms.

    Note, however, that the algorithms are scalably parallelized, so they *could* use GPGPU; I elect not to because I games utilize the GPU for rendering, not for simulation.

  • @bur1t0 Yes, all real-time.

    Source code will be available soon in the Intel Software Network so you'll be able to run it yourself.

    Thanks!

  • Real-time is cool, but how expensive is this as far as GPU processing goes? If expensive, can it be faked on the cheap?

    Either way, respect. Nice work here!

  • Very pretty. Is the lighting in this video done in real-time too? It looks a bit too good to be real-time.

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