This model is conceptually the antagonist of the
fire spreading algorithm, where the Fire Power
amount is replaced by Fire Extinguisher Agent
amount (e.g., water). When, a given quantity of
water is thrown into a cell, the same quantity of Fire
Power is decreased.
Thus, as long as there is water in a cell, its Fire
Power will be equal to zero and the fire will be
stopped (changing to the state FireStopped).
A cell being in the state FireStopped still has
food (combustible), therefore, the fire in that area
could be restarted due to the surrounding burning
areas.
5 RESULTS
A C++ implementation of the algorithm has been
done to test the algorithm behaviour and outputs.
The tests have been performed using a field of
2.25 hectares, choosing a tile side size equals to 3
meters, which is half the distance of possible spread
of fire when there is no wind (Breton, 2008).
To simplify the tests, the wind is uniform and
constant in the entire field and during all the
simulation.
The first test is to run the fire simulator without
any external factor which can influence the fire
spread (Wind, Slope). The fire evolves in a circular
way, as expected (see Figure 4, top-left).
To test the wind effect, another test is performed
with a uniform wind blowing from North-West to
South-East.
The slope tests have been divided in two, one to
test how the fire can evolve towards higher positions
(see Figure 4, top-right) and to test how the fire
avoids go towards lower positions (see Figure 4,
bottom-left and right).
6 CONCLUSIONS AND FUTURE
WORK
In this paper, a pedagogical real-time fire simulation
algorithm has been presented. Its main purpose is to
be integrated into interactive Virtual Simulations
where fire-fighter and managers can train their
skills.
Although the forest fire spreading is a very
complex phenomenon, we tried to simulate the most
common characteristics of its behaviour by
simplifying the model. Only two main physical
variables have been used in the algorithm: direction
of the wind, and the slope.
For the future work, a comprehensive
comparison between different algorithms should be
done. These tests will try to measure analytically the
efficiency and other related factors. Also, a graphical
comparison of the output should be done, since the
ultimate objective is to be integrated in a VR
environment. In this case, user tests will be done in
order to validate the algorithm output.
Figure 4: Some results of the Fire Spreading algorithm.
Grey level shows the height map of the field.
ACKNOWLEDGEMENTS
This work was carried out in the context of project
SIGEM, funded by the Spanish Industry Ministry
through its Avanza I+D Programme.
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