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Hardware-based simulation and collision detection for large particle systems
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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: 123 - 131  
Year of Publication: 2004
ISBN ~ ISSN:1727-3471 , 3-905673-15-0
Authors
A. Kolb  University of Siegen, Germany
L. Latta  2L Digital, Mannheim, Germany
C. Rezk-Salama  University of Siegen, Germany
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): 15,   Downloads (12 Months): 115,   Citation Count: 9
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ABSTRACT

Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly limited by the transfer of particle data from the main processor to the graphics hardware (GPU) for rendering.This paper introduces a full GPU implementation using fragment shaders of both the simulation and rendering of a dynamically-growing particle system. Such an implementation can render up to 1 million particles in real-time on recent hardware. The massively parallel simulation handles collision detection and reaction of particles with objects for arbitrary shape. The collision detection is based on depth maps that represent the outer shape of an object. The depth maps store distance values and normal vectors for collision reaction. Using a special texture-based indexing technique to represent normal vectors, standard 8-bit textures can be used to describe the complete depth map data. Alternately, several depth maps can be stored in one floating point texture.In addition, a GPU-based parallel sorting algorithm is introduced that can be used to perform a depth sorting of the particles for correct alpha blending.


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  9

Collaborative Colleagues:
A. Kolb: colleagues
L. Latta: colleagues
C. Rezk-Salama: colleagues