Flame

An advanced graphics project for Tom Tits Experiment, enabling youth to explore different chemical reactions in VR with complete fluid physics and flame reactions simulated in Unity Graph

Kok Siang Ng

VFX
Flames Artist
Programming

Kajsa Buckart

Assets artist
Sound
Programming

Naffats Aeki

Lead Programmer
Flamethrowerpro

Laura Holst

Content artist
Programming
Design

Hugo Heyman

Gamesplay programming
Tweaking
This webpage

Goals and motivation

Advanced Graphics

Through creating this project, the team successfully learned and implemented advanced functionality including unity obi fluid mechanids, graph VFX graphics and Unity VR

Explorative

Youth can safely and without hindrance play and learn about chemical reactions in a fun and stimulating manner

Science is cool

Science and experimenting is promoted both through the advanced technology the user uses and in the  VR setting, for all genders and groups - equally

Challenges & Obstacles

There were several challenges and obstacles throughout the realisation of this project. Perhaps the largest was to find a suitable fluid library and getting it working sufficiently well for the immersion that we aimed for. The library needed to support either Unity HDRP or Unity URP since we wanted to work with Unity Graph for the flames effect.We found our best option to be Obi Physics fluid library.  The next problems were to learn and tweak the functionalities of the library to interact not only with the scene correctly, but the flames, to create the chemical reactions. Throughout this project, wenever really knew if it was gonna succeed. We were also constantly against the wall of GPU limitations since fluid simulations are very costly.
Balancing learning with immersion was a notable design challenge, since immersive learning can require further functionality that requires significant time efforts. Perhaps the biggest obstacle of all was that the fluid collision with the bottles which never got completely fixed - the fluids can still escape straight to the bottle through quick movements. Any attempt at increasing bottle collision density to prevent this caused a severe spike in lag due to GPU limits. 

Related work

The Experiment Non-VR

Den färgade elden

Whoosh-Flaskan

Learning in VR; Academia

"Virtual reality and mixed reality for virtual learning environments"

Pan, Z., Cheok, A.D., Yang, H., Zhu, J. and Shi, J., 2006. Virtual reality and mixed reality for virtual learning environments. Computers & graphics, 30(1), pp.20-28.

"Adding immersive virtual reality to a science lab simulation causes more presence but less learning. "

Makransky, G., Terkildsen, T.S. and Mayer, R.E., 2019. Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, pp.225-236.

"Learning science in immersive virtual reality. "

Parong, J. and Mayer, R.E., 2018. Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), p.785.



Flame video

Enjoy a quick showcase of our epic graphics and mechanics

Explanation and justification of ​the graphics and interaction technologies used and developed

Unity is a free, very accessible and well-tried software to work with that is used worldwide for various projects.
Obi Physics is the only physics library with fluid simulation that works in Unity URP, enabling co-existence with Unity Graph
We used Virtual Reality through steam and unity VR to enable youth to do experimentation that otherwise would require chemical and safety resources to be performed
The advance and promotion of science and the experimental method for future generations is of outmost importance to humankinds survival

we love fluid mechanics
 

GPU driven VFX using Unity Graph