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Particle Systems


Building a Million Particle System
Lutz Latta (Massive Development)
Game Developers Conference, 2004.
Abstract: Current implementations of particle systems can handle up to 10,000 particles in real-time situations and are mostly limited by transfers of particle data from the main processor to the graphics hardware (GPU) for rendering. A full GPU implementation however does not have this bottleneck and can simulate and render one million particles in real-time on recent hardware. This allows a dramatic increase in the level of detail and also much smaller particles. Thus it goes back again towards the original idea of a particle being a minimal geometry element. The massively parallel simulation of particle physics on a GPU can be a flexible combination of a multitude of motion and position operations, such as gravity, local forces, and collision with primitive geometry shapes or texture-based height fields. This high level of realism allows particle systems to be used as gameplay element, such as for fog-like local invisibility. Additionally this technique can be combined with a parallel sorting algorithm, performing a distance- based sorting of the particles for correct alpha-blended rendering.

Simulating and Rendering Particle Systems

Waldemar Celes and Antonio Calomeni (Pontifical Catholic University of Rio de Janeiro
Graphics Programming Methods, 2003.
Abstract:

Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models

Meciej Matyka (University of Wroclaw)
Graphics Programming Methods, 2003.
Abstract:

Building an Advanced Particle System
John van der Burg
Available Online at Gamasutra, 2000. Game Developer Magazine (March 2000).
Abstract: Smoke, sparks, and blood are routinely created in today's games using particle systems. To realize these effects, you need to build a particle system, and not just a simple one. You need an advanced particle system, one that's fast, flexible, and extensible.

 
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