|
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, efficient 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 floating-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.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
|
| |
2
|
{Bat68} Batcher K.: Sorting networks and their applications. In Proceedings AFIPS 1968 (1968).
|
 |
3
|
|
| |
4
|
{Boo90} Boon J.: Lattice Gas Automata: A New Approach to the Simulation of Complex Flows. Plenum Press, 1990.
|
| |
5
|
{BW97} Baraff D., Wittkin A.: Physically based modeling: Principles and practice. ACM Siggraph '97 Course Note, 1997.
|
| |
6
|
{Doo90} Doolean G. (Ed.): Lattice Gas Methods for Partial Differential Equations. Addison Wesley Longman, 1990.
|
| |
7
|
|
 |
8
|
|
| |
9
|
|
 |
10
|
|
| |
11
|
|
| |
12
|
{HMG03} Hillesland K., Molinov S., Grzeszczuk R.: Nonlinear optimization framework for image-based modeling on programmable graphics hardware. In ACM Computer Graphics (Proc. SIGGRAPH '03) (2003), pp. 925--934.
|
| |
13
|
|
 |
14
|
|
| |
15
|
{KW03} Krueger J., Westermann R.: Linear algebra operators for GPU implementation of numerical algorithms. In ACM Computer Graphics (Proc. SIGGRAPH '03) (2003), pp. 908--916.
|
| |
16
|
|
| |
17
|
{LMS03} Li M., Magnor M., Seidel H.-P.: Hardware-accelerated visual hull reconstruction and rendering. In Proceedings of Graphics Interface (2003), pp. 12--20.
|
| |
18
|
{LT93} Leech J., Taylor R.: Interactive modeling using particle systems. In Proc. 2nd Conference on Discrete Element Methods (1993).
|
| |
19
|
|
| |
20
|
{McA00} McAllister D.: The design of an api for particle systems, 2000.
|
| |
21
|
{MGAK03} Mark W., Glanville R., Akeley K., Kilgard M.: Cg: A system for programming graphics hardware in a C-like language. In ACM Computer Graphics (Proc. SIGGRAPH '03) (2003), pp. 896--907.
|
| |
22
|
{Mic02} Microsoft: DirectX9 SDK. http://www.microsoft.com/DirectX, 2002.
|
| |
23
|
|
| |
24
|
{Mon88} Monaghan J.: An Introduction to SPH. cpc 48 (1988), 89--96.
|
| |
25
|
Timothy J. Purcell , Craig Donner , Mike Cammarano , Henrik Wann Jensen , Pat Hanrahan, Photon mapping on programmable graphics hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, July 26-27, 2003, San Diego, California
|
 |
26
|
|
 |
27
|
C. Rezk-Salama , K. Engel , M. Bauer , G. Greiner , T. Ertl, Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.109-118, August 21-22, 2000, Interlaken, Switzerland
[doi> 10.1145/346876.348238]
|
| |
28
|
|
 |
29
|
|
| |
30
|
{YWB03} Yang R., Welch G., Bishop G.: Real-time consensus-based scene reconstruction using commodity graphics hardware. In Proceedings of Pacific Graphics (2003), pp. 23--31.
|
CITED BY 22
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Naga Govindaraju , Jim Gray , Ritesh Kumar , Dinesh Manocha, GPUTeraSort: high performance graphics co-processor sorting for large database management, Proceedings of the 2006 ACM SIGMOD international conference on Management of data, June 27-29, 2006, Chicago, IL, USA
|
|
|
|
|
|
|
|
|
|
|
|
Lars Andreas Ek , Rune Vistnes , Odd Erik Gundersen, Animating physically based explosions in real-time, Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, October 29-31, 2007, Grahamstown, South Africa
|
|
|
|
|
|
Adarsh Krishnamurthy , Rahul Khardekar , Sara McMains , Kirk Haller , Gershon Elber, Performing efficient NURBS modeling operations on the GPU, Proceedings of the 2008 ACM symposium on Solid and physical modeling, June 02-04, 2008, Stony Brook, New York
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Mark Joselli , Esteban Clua , Anselmo Montenegro , Aura Conci , Paulo Pagliosa, A new physics engine with automatic process distribution between CPU-GPU, Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, August 09-10, 2008, Los Angeles, California
|
|
|
Marcelo P. M. Zamith , Esteban W. G. Clua , Aura Conci , Anselmo Montenegro , Regina C. P. Leal-Toledo , Paulo A. Pagliosa , Luis Valente , Bruno Feij, A game loop architecture for the GPU used as a math coprocessor in real-time applications, Computers in Entertainment (CIE), v.6 n.3, October 2008
|
|