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dc.contributor.authorKolb, A.en_US
dc.contributor.authorLatta, L.en_US
dc.contributor.authorRezk-Salama, C.en_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/EGGH04/123-132en_US
dc.description.abstractParticle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly limited by the transfer of particle data from the main processor to the graphics hardware (GPU) for rendering. This paper introduces a full GPU implementation using fragment shaders of both the simulation and rendering of a dynamically-growing particle system. Such an implementation can render up to 1 million particles in real-time on recent hardware. The massively parallel simulation handles collision detection and reaction of particles with objects for arbitrary shape. The collision detection is based on depth maps that represent the outer shape of an object. The depth maps store distance values and normal vectors for collision reaction. Using a special texturebased indexing technique to represent normal vectors, standard 8-bit textures can be used to describe the complete depth map data. Alternately, several depth maps can be stored in one floating point texture. In addition, a GPU-based parallel sorting algorithm is introduced that can be used to perform a depth sorting of the particles for correct alpha blending.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectGraphics processorsen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectBoundary representationsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectAnimationen_US
dc.titleHardware-based Simulation and Collision Detection for Large Particle Systemsen_US
dc.description.seriesinformationGraphics Hardwareen_US


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