Dhanyu Amarasinghe and Ian Parberry, "Real-time Rendering of Melting Objects in Video Games", Proceedings of the 18th International Conference on Computer Games, pp. 154-158, Louisville, KY, 2013.
Abstract
We present a method for simulating the melting and flowing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of using particle engines or fluid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power available by implementing the computation on a very modest GPU using CUDA.