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arXiv cs.GR
arXiv cs.GR Research
4 months, 1 week ago • Qianfan Shen, Ningxiao Tao, Qiyu Dai, Tianle Chen, Minghan Qin, Yongjie Zhang, Mengyu Chu, Wenzheng Chen, Baoquan Chen

FieryGS: In-the-Wild Fire Synthesis with Physics-Integrated Gaussian Splatting

Briefing

FieryGS is a new graphics pipeline aimed at generating photorealistic fire inside reconstructed real-world scenes, without the usual pile of handcrafted meshes, tuned parameters, and simulation wrangling. The system sits on top of 3D Gaussian Splatting, but adds a physics layer so combustion is driven by scene geometry and material properties rather than artist guesswork.

The framework ties together three pieces: multimodal LLM-based material reasoning, efficient volumetric combustion simulation, and a renderer that blends fire with the underlying 3DGS scene. That combination is meant to handle more than just a pretty flame pass. It also covers smoke dispersion, flame spread, and surface carbonization, while exposing controls for ignition point, airflow, and fire intensity.

For game teams, the practical appeal is obvious: fire is one of those effects that can eat time in both lookdev and technical iteration. A system that infers combustible materials and simulates believable spread could reduce manual tuning for cinematics, destruction sequences, and environmental storytelling. It also suggests a path toward fire effects that stay consistent with scanned or reconstructed environments.

The work was evaluated on indoor and outdoor scenes and is reported to beat comparison baselines on realism, physical fidelity, and controllability. The exact production readiness is still an open question, but the direction is clear: more of the fire setup could become data-driven, scene-aware, and less dependent on bespoke VFX authoring.

“physically plausible combustion effects in in-the-wild 3D scenes”

— Researchers · Problem statement
Original source
Read on arXiv cs.GR
At a glance
what
FieryGS combines 3D Gaussian Splatting with physically based combustion simulation and rendering for in-the-wild fire synthesis.
who
Researchers including Qianfan Shen, Ningxiao Tao, Qiyu Dai, Tianle Chen, Minghan Qin, Yongjie Zhang, Mengyu Chu, Wenzheng Chen, and Baoquan Chen.
when
Submitted 30 Apr 2026; revised 31 Jul 2026 (v2).
impact
Could reduce manual tuning for fire VFX by making flames, smoke, and charring scene-aware and controllable.
Signal Positive

Promising workflow gains for realistic fire VFX

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