Short introduction

Firesim provides immersive visualisation, natural interaction and rule based autonomy, it allows flexible scenario definition by a specially designed description language.

The systems includes a sound system providing spacial sound (explosion, fire noise, crying people, …) as well as speech synthesis and speech recognition for verbal interaction. A physics subsystem simulates an approximation for localized fires models (zone model).

Firesim provides a multi-user training environement.


The trainee may virtually walk through the scenary. Walking is simulated by “walk-sensors” attached to the boots. Walking is possible only in the direction of view.

A modified nozzle (C-size) is used for simulating direct fire-fighting. Parameters like pressure and foam-generation is controlled by an operator. Success of attack is controlled by an extinguishing model.


Fire (flames, smoke, fog)

Firesim in CAVE (visitors day of HZDR, 2014, May 24th, picture U. Konrad)
  • flames are modelled as multi-particle system, flame size proportional to current heat release rate

  • smoke: 3d transparent bubbles
  • fog: volumetric fogging (via GLSL shader), visibility depends on height of trainee (the lower the head the better the visibility will be)
    fogging can be controlled by the operator manually
  • sound of fire, loudness proportional to the distance to the fire
  • fire fighting
    • modified C-size nozzle, vent is connected to a switch (water off, spray or jet)
    • position and direction is tracked by a Polhemus Patriot system, either direct (sensor attached to the nozzle) or indirect (sensor attached to a P5 data glove);
      parable of ejection is computed with respect to angle of ejection, pressure, rate of flow, air resistance and type of ejection (jet/spray)
    • extinguishing agents: wate, heavy and medium foam
      • as light-foam and CAFM as well as carbondioxide require much more complex computation (compression!) they are not covered by this system
    • simulation of extinction: absorbtion of energy by extinguishing agent, visual feed-back (size of flame, …)
  • explosion
    • currently only sound events
  • radiation source
    • specification of radiation source by activity and position
    • physics engine simulates Geiger-Mueller counter and computes overall activity as superpostion of all sources;
      feed-back is given by sound (beeps) and digital HUD (head up display)
  • (insured and immobile) persons
    • immobile (insured) persons are show as texture
    • depending on the grade of insury, sounds (crying, moaning, …) are produced (superposition!)
    • mobile person (controlled by script-engine)
    • natural talking (speech synthesizer (mbrola) and speech recognition (julius))
  • background-sounds
    • hooter, sirenes, helicopter, …
  • radio traffic
    • director of operation (operator) and fire-fighter (trainee) may communicate using a head-set