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Smoke Effects Based On The Technology Of Soft Particle Simulation

Posted on:2013-03-16Degree:MasterType:Thesis
Country:ChinaCandidate:F S RenFull Text:PDF
GTID:2248330374986538Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
The term Particle Systems which been arised by Reeves,1983refers to a ComputerGraphics technique to simulate certain fuzzy phenomena, which are otherwise very hardto reproduce with conventional rendering techniques. Examples of such phenomenawhich are commonly replicated using particle systems include fire, explosions, smoke,moving water, sparks, falling leaves, clouds, fog, snow, dust, meteor tails, hair, fur,grass, or abstract visual.Particle System are widely used in visual reality and most games. They are usedfor a variety of semi-transparent effects as mentioned above via Billboard or PointSprites. However, due to their2D attributes, billboard and sprites commonly produceartifacts, unnaturally sharp edges or billboard clipping and popping where they intersectthe rest of the scene. To eliminate the artifacts, clipping and popping, Soft ParticleSystems is arised in recent few years.Soft Particle System is also been called as Gizmo Particle which is one of the keytechnical index of next generation game engine. This article presents a simple way tofade out flat sprites against a3D scene, softening the artificial edges. An improvedbillboard rendering method that particles as aligned quadrilaterals similarly to previoustechniques, but takes into account the spherical geometry and depth of the particlesduring fragment processing.Through comparison of one kind of effect via conventional particle system and softparticle system separately,we can see clearly the advantage of soft particle systemthrough our own eyes.
Keywords/Search Tags:Soft Particle System, Smoke Effect, GPU, Visual Reality
PDF Full Text Request
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