   Ultra-fast realistic fire simulation in XNA
  Guys,here is my implementation of realistic fire simulation in realtime. It uses Perlin noise textures for pertubation, particles, lights and a little of fog. Simulation is very fast - runs in HD (720p) at 120 fps on nVidia GT 130M (mobile)!">How do you like it?What would you change?Thanks,Tomas[Edited by - Tomas Jelinek on April 15, 2010 2:48:14 AM]
  Did you copy and paste the title from somewhere else? :)Regarding the fire, I liked it, but it looked 2D. I didn't get a feeling it was coming from the ground.   ;  looks pretty good.If you're looking for more things to add, try some refraction (heat haze).   ;  The animation looks quite warm and fluid, but I wouldn't quite call the graphics realistic. Perhaps try changing the sprites to something sharper?   ;Quote:Original post by ET3DDid you copy and paste the title from somewhere else? :)Regarding the fire, I liked it, but it looked 2D. I didn't get a feeling it was coming from the ground.Hehe yeah I did paste the description probably from my youtube video...fixed:)And agree with you, the fire looks 2D because it is just a procedural texture so your feeling is pretty accurate. 3D texture to make fire more volumetric seemed to be no go as it was terribly slow. I also tried to add some burning particles (particles are 3d point sprites) but they didn't look good...What would you suggest to change then?   ;Quote:Original post by hex539The animation looks quite warm and fluid, but I wouldn't quite call the graphics realistic. Perhaps try changing the sprites to something sharper?Isn't it just poor video quality? :)   ;Quote:Original post by Hodgmanlooks pretty good.If you're looking for more things to add, try some refraction (heat haze).Yep, heat haze is definitely way to go!Do you know where I can find an inspiration how to implement it? I am already familiar with implementing a post process effect. However, I am not sure if I will need a transparent texture with a ripple effect applied to it to create heat haze or...?   ;  Any other ideas?   ;  Looked very impressive (the flow of the flames was nice) but definatly not realistic. Can't think how to word it but I guess the colors made it look more artificial than realistic, only way I can think to describe it is it appears to be very "saturated". Still, it is very nice.   ;  Nice work. :)Perhaps you can follow in the footsteps of Jos Stam. He helped develop the fluids portion of Autodesk Maya. His free online papers describe ways of implementing the Navier-Stokes equations to model the behaviour of fluids over time. The paper (and the author supplied C code) for "Real-Time Fluid Dynamics for Games" is a very good introduction.Mark Harris also has a really great introduction in GPU Gems on implementing the Navier-Stokes equations using the GPU.These Maya fire tutorial screenshots are very impressive.   