101. Based on FDS Simulation Backdraft of Fire Model data for Unity 3D Game Engine
- Author
-
Yongzhe Xu, Kyunjoo Lee, and Byungsoo Lee
- Subjects
Smoke ,Particle system ,Engineering ,Focus (computing) ,Game physics ,business.industry ,ComputingMilieux_PERSONALCOMPUTING ,Backdraft ,Visualization ,Dynamic simulation ,Graphics ,business ,Simulation ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In this paper, our proposed method based on FDS version 6 (Fire Dynamic Simulation) simulation fire models of backdraft. After output FDS Excel data input it in Unity 3D game engine. These steps can improve Unity 3D game engine fire model more effective smoke location and backdraft fire model more realism. From FDS output Excel file data is smoke density and 3D space coordinates. Use it change default Unity 3D game engine's particle system, and make physically real word fire model in game engine, coordinates in the original particle system and change PhysX code. Computing the coordinates of smoke effect is very difficult thing. The Unity 3D game engine 4.2 versions have been start support PhysX. From Game Smoking part using Fluvio 2.1.0 Multiphasic Simulation smoke effect, Smoke Coordinate based on FDS Simulation. Recent game engine computer graphic developers usually focus on resources visualization smoke and the fire smoke not focus on physically environment. But in the fire simulation, the smoke simulation game or firefighter simulation game part requires a different approach of fire effect model. In this paper, we focus on smoking location boundary and fire model of backdraft. The proposed method can change particles and physics more accurately than other fluid dynamics graphics method approach.
- Published
- 2013
- Full Text
- View/download PDF