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Research And Implementation Of GPU-based Real-time Particle System Rendering Technology

Posted on:2021-05-04Degree:MasterType:Thesis
Country:ChinaCandidate:T S LinFull Text:PDF
GTID:2428330611465681Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Particle systems have been used as an important technology in computer graphics for a long time,and have been used in various fields such as movies,games,and advertising.In addition to render natural objects or simulate phenomena,particles are also used to implement various visual effects that cannot be observed in the real world,and these visual effects have been widely used in related fields.In recent years,with the emergence of GPUs in computer hardware and the continuous increase in their computing performance,particle systems based on GPUs have gradually emerged in real-time applications.Because GPU-based particle systems are able to simulate a larger number of particles than CPU-based particle systems,more and more real-time applications,especially interactive applications such as games,are beginning to use GPU-based particle systems to implement a variety of gorgeous particle effects and simulation of a large number of objects.In order to explore the rendering efficiency,rendering effects,and applicable scenarios of particle system rendering technology in real-time applications under current hardware conditions,this paper focuses on two important components of particle system rendering effects,namely the self-shadow effect and the transparency effect.This paper builds the architecture of the particle system,and describes the particle generation,motion and other processes in the GPU-based particle system.Compared with general transparent objects,the application of rendering algorithms in GPU-based particle rendering will be different.So this paper chooses multiple real-time rendering algorithms in the self-shadow effect and transparency effect for implementation,and compares their rendering effect and rendering efficiency in particle rendering,and analyzes the advantages and disadvantages of these algorithms.Then,focusing on the transparency effect of particle rendering,this paper proposes two algorithms to respectively improves the efficiency and effect of Moment-based order-independent transparency algorithm.The algorithms are Mixed resolution moment-based order-independent transparency algorithm and Moment-based hybrid transparency algorithm.Finally,this paper uses particle system to implement a variety of applications for display,including smoke simulation,vector field and other particle effects.This paper uses Direct3D 11 and shader programming language HLSL for implementation.The GPU-based particle system uses compute shader to implement particle generation and motion simulation on the order of tens of thousands or even hundreds of thousands.Most of the rendering algorithm in this paper are implemented in the shader programming of the graphics rendering pipeline.
Keywords/Search Tags:Particle System, Real-time Rendering, Self Shadow, OIT
PDF Full Text Request
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