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Welcome to our (Ziang Liu @AceSix, Peter Li @petersli & Anderson Addo @andersonaddo) wildfire simulation!

It is a C++ Qt Creator project based on these papers:

In case those links are dead you can see those papers in the README_papers folder.

Here's a shot of what it can do:

Preview

Here's a video!

This simulation handles heat spread through the air and through individual trees, convection, water evaporation and condensation and clouds, wind, combustion, and trees can eventually burn to nothingness. The UI also has some useful visualization tools to view temperature fields, vector fields, and other properties of both trees and the air.

Most of the calculations in the project are aimed to by true to the papers and physically accurate. However, to improve stability and get the type of behaviour we were looking for, we did tweak some things. Most of these tweaked variables are either separated in physics.h or are spread around in wind.cu. We also capped some values for stability, and added some magic numbers to our renderings of clouds, fire and smoke to make them look good.

This codebase makes use of CUDA, and uses preprocessors (using a CUDA_FLUID flag) to change how the codebase is compiled depending on whether CUDA is installed or not. Our cuda_lib.pri assumes that Windows and Linux will run the code with CUDA, edit it if that's not the case.

Without CUDA, the simulation will still look cool, but there will be no complicated wind physics and convection, and there will also be no clouds.

By the way, on the Forest scene, you can hold Ctrl (or Command) or Shift and click to raycast to the floor and change the temperatures of the trees around where that ray hits the ground. Thanks to this guy and that guy for the nice mouse cursors we used in this feature.

Preview

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🔥 Physically-Based Wildfire Simulation (cs2240 final project)

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