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Graphics Programming: Particle Systems
Real-Time Interaction between Particles and the Dynamic Mesh on the GPU |
Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU |
High-Speed, Off-Screen Particles |
Volumetric Clouds and Mega-Particles |
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Homam Bahnassi and Wessam Bahnassi ShaderX5 |
Powerful Explosion Effects Using Billboard Particles |
Massively Parallel Particle Systems on the GPU |
UberFlow: A GPU-Based Particle Engine |
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 |
Screen-aligned Particles with Minimal Vertex Buffer Locking |
Real-Time Simulation and Rendering of Particle Flows |
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Daniel Weiskopf and Matthias Hopf ShaderX |
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