2021 International Conference on Cyberworlds (CW)
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Abstract

This paper presents a method that aims to achieve physics-based smoke rendering in VR despite its hardware limitations. This problem is addressed by decoupling the smoke animation and rendering into independent stages. Offline smoke diffusion simulation was conducted in respect to fluid dynamics. Real-Time rendering in VR was achieved by the combination of the simulation's accumulated data and light scattering theory. Results demonstrate that a satisfying framerate is accomplished making this approach suitable for developing immersive and interactive applications such as training simulations.
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