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UberFlow: a GPU-based particle engine
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware table of contents
Grenoble, France
SESSION: Computation table of contents
Pages: 115 - 122  
Year of Publication: 2004
ISBN ~ ISSN:1727-3471 , 3-905673-15-0
Authors
Peter Kipfer  Technische Universität München
Mark Segal  Technische Universität München
Rüdiger Westermann  Technische Universität München
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 45,   Downloads (12 Months): 183,   Citation Count: 23
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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.

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CITED BY  22

Collaborative Colleagues:
Peter Kipfer: colleagues
Mark Segal: colleagues
Rüdiger Westermann: colleagues