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2004

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2005

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Graphics Programming: Particle Systems


Real-Time Interaction between Particles and the Dynamic Mesh on the GPU

Vlad Alexandrov
GPU Pro"

Efficient Soft Particles

Gilberto Rosado
ShaderX7

Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU

Takahiro Harada
ShaderX7

High-Speed, Off-Screen Particles

Iain Cantlay (NVIDIA Corporation)
GPU Gems 3

Volumetric Clouds and Mega-Particles

Homam Bahnassi and Wessam Bahnassi
ShaderX5

Powerful Explosion Effects Using Billboard Particles

Steve Rabin (Nintendo of America Inc)
Game Programming Gems 5

Massively Parallel Particle Systems on the GPU

Lutz Latta
ShaderX3

UberFlow: A GPU-Based Particle Engine

Peter Kipfer (Technische Universitat Muncheny), Mark Segal (ATI Research), Rudiger Westermann (Technische Universitat Muncheny)
ATI Technology Papers & Presentations (Eurographics 2004).
Abstract: We 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, ef.cient 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 .oating-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.

Simulating and Rendering Particle Systems

Waldemar Celes and Antonio Calomeni (Pontifical Catholic University of Rio de Janeiro)
Graphics Programming Methods

Screen-aligned Particles with Minimal Vertex Buffer Locking

O'dell Hicks
ShaderX2

Real-Time Simulation and Rendering of Particle Flows

Daniel Weiskopf and Matthias Hopf
ShaderX

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