Flamescapes: Simulating the Wildlandfire Urban Interface

1CAU, Germany    2AMU, Poland    3KAUST, Saudi Arabia
*Both authors contributed equally to this research.
Coming soon
An urban wildfire burning through vegetation and buildings, simulated with Flamescapes

An urban wildfire simulated with our framework: by leveraging a fuel-centric representation for modeling the environment, our method allows us to simulate the combustion of vegetation and buildings, while considering several fire propagation mechanisms.

Abstract

We present a physically based simulation framework for wildland–urban interface (WUI) fires that couples material-aware urban scenes with interactive combustion simulation. Motivated by the dominant WUI exposure pathways of direct flame contact, thermal radiation, and ember transport, our framework combines heterogeneous solid combustion, radiative heat transfer, ember transport, and explicit flame-front propagation. Urban scenes are generated from OpenStreetMap footprints using a procedural pipeline that represents buildings as combustible 3D structures composed of semantic atomic modules with material and fuel annotations. Building on a chemistry-based hybrid Eulerian–Lagrangian fire solver, we model material-dependent heating, conduction, pyrolysis, oxidation, fuel depletion, and ember generation. A hierarchical fuel graph couples semantic scene structure to the solver's solid fuel grid, enabling subcomponent-level mesh degradation. We demonstrate structure-to-structure ignition, radiative preheating, material-dependent burning, ember-driven spot fires, and validate the method through ablations and comparisons to real-world combustion experiments.

Video

Procedural Generation

Overview of our modeling pipeline from OpenStreetMap data to a solid fuel grid

Overview of the modeling pipeline: at initialization (solid arrows) we use OSM building polygons and street center lines as input (a). We then compute an SDF (b) for placing street and vegetation assets into the scene (d) and procedurally generate 3D models of buildings with WFC and SSA algorithms (c). The scene is then hierarchically organized into a fuel graph (e), meshed (f) and then voxelized to obtain a solid fuel grid (h) for our combustion solver. To enable the element-wise combustion of buildings and vegetation during simulation (dashed arrows) we update the durability (g, 1) and the fuel graph (2) to identify combusted mesh elements (3).

Combustion Dynamics

Overview of our coupled solid-gas combustion solver

Overview of our solid-gas combustion solver. Solid fuels (b) are represented on a volumetric solid fuel grid (a) and evolve through pyrolysis and solid combustion, producing embers and gaseous fuels (c). Gases are represented as a gas fuel grid used for gaseous combustion and flame-front propagation. Thermal evolution (d) couples solids and gases via advection, conduction, convection, and radiation, while chemical evolution (e) is handled through advection and diffusion. Particle-based embers (b) provide a discrete transport mechanism across the domain, and the resulting fields are passed to the volumetric fluid renderer (f) for each update step.

Results

BibTeX

Coming soon.