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dc.contributor.authorKipfer, Peteren_US
dc.contributor.authorSegal, Marken_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:18Z
dc.date.available2013-10-28T10:02:18Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH04/115-122en_US
dc.description.abstractWe present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform particle manipulation are essential. Our system implements a versatile particle engine, including inter-particle collisions and visibility sorting. By combining memory objects with fioating-point fragment programs, we have implemented a particle engine that entirely avoids the transfer of particle data at run-time. Our system can be seen as a forerunner of a new class of graphics algorithms, exploiting memory objects or similar concepts on upcoming graphics hardware to avoid bus bandwidth becoming the major performance bottleneck.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.titleUberFlow: A GPU-Based Particle Engineen_US
dc.description.seriesinformationGraphics Hardwareen_US


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