Extended Masatatsu Nakamura’s THREE.Fire (MIT) with game-focused optimizations supporting thousands of simultaneous fire instances at high framerates.
Pleasant visuals strike a sensible balance between realism and performance.
Performance: RTX 2060 0.2ms CPU / <2ms GPU @ 145fps
Adaptations from Original
Performance:
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Instanced rendering (single draw call)
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GPU frustum culling (visibility attribute, throttled updates)
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Distance LOD (20 → 8 raymarching steps)
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Animation freezing (stops turbulence at distance)
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CPU-precomputed inverse matrices
Visual:
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Per-instance variation (speed, frequency, scale, phase)
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Orange color grading with ACES tone mapping
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Edge filtering for crisp flames
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Asymmetric view-angle distortion
Demo: High-Performance Instanced Volumetric Fire with Dynamic LOD
License: MIT