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EGH
2004
Springer

Hardware-based simulation and collision detection for large particle systems

14 years 4 months ago
Hardware-based simulation and collision detection for large particle systems
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 texturebased indexing technique to represent normal vectors, standard 8-bit textures can be used to describe the co...
Andreas Kolb, Lutz Latta, Christof Rezk-Salama
Added 01 Jul 2010
Updated 01 Jul 2010
Type Conference
Year 2004
Where EGH
Authors Andreas Kolb, Lutz Latta, Christof Rezk-Salama
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