6 ms·
Could that same logic of using shaders also apply to flames?
by algorias 17y ago
Could that same logic of using shaders also apply to flames?
- sp332 17y agoI suppose so, yes. It's been possible to do a "reasonable" flame effect since the nvidia 5900 at least [0], and there's been a lot of work on fluid dynamics (including fire [1]) since then. [0] http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html [1] http://www.youtube.com/watch?v=ZgoDypGMV50 http://www.youtube.com/watch?v=ZgoDypGMV50
- algorias 17y agoOops, should have been more explicit. I meant fractal flames: http://en.wikipedia.org/wiki/Fractal_Flames http://en.wikipedia.org/wiki/Fractal_Flames Loved that video, though.
- sp332 17y agoOh yeah, I actually wondered about that after I posted :) I was on the fence about this, but all the examples I can find use CUDA, so I guess CUDA is the way to go: http://www.google.com/search?q=flame+fractal+on+GPU http://www.google.com/search?q=flame+fractal+on+GPU That makes sense, because it's more about huge matrices (flames are just big histograms) and less about textures on polygons.
- algorias 17y agoYes, there are CUDA implementations such as flam4, but I'm always interested in new possible approaches to the problem, since I'm writing a flame editor and CUDA doesn't play all that nicely with it.