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ABSTRACT
Techniques are presented that are used to animate and render particle systems with the Connection Machine CM-2, a data parallel supercomputer. A particle behavior language provides an animator with levels of control from kinematic spline motions to physically based simulations. A parallel particle rendering system allows particles of different shapes, sizes, colors and transparencies to be rendered with antialiasing, hidden surfaces, and motion-blur. One virtual processor is assigned to each primitive data element: one to each particle, and during the rendering process, one to each pixel-sized particle fragment, and to each pixel. These tools are used to model dynamic phenomena such as wind, snow, water, and fire.
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 53
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Paula Sweeney , Alan Norton , Robert Bacon , David Haumann , Greg Turk, Modelling physical objects for simulation, Proceedings of the 23rd conference on Winter simulation, p.1187-1193, December 08-11, 1991, Phoenix, Arizona, United States
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Janghee Kim , Deukhyun Cha , Byungjoon Chang , Bonki Koo , Insung Ihm, Practical animation of turbulent splashing water, Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation, September 02-04, 2006, Vienna, Austria
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