NEAT Particles: Design, Representation, and Animation of Particle System Effects

E. Hastings, R. Guha, Kenneth O. Stanley
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引用次数: 33

Abstract

Particle systems are a representation, computation, and rendering method for special effects such as fire, smoke, explosions, electricity, water, magic, and many other phenomena. This paper presents NEAT particles, a new design, representation, and animation method for particle systems tailored to real-time effects in video games and simulations. In NEAT particles, the neuroevolution of augmenting topologies (NEAT) method evolves artificial neural networks (ANN) that control the appearance and motion of particles. NEAT particles affords three primary advantages over traditional particle effect development methods. First, it decouples the creation of new particle effects from mathematics and programming, enabling users with little knowledge of either to produce complex effects. Second, it allows content designers to evolve a broader range of effects than typical development tools through a form of interactive evolutionary computation (IEC). And finally, it acts as a concept generator, allowing users to interactively explore the space of possible effects. In the future such a system may allow content to be evolved in the game itself, as it is played
整洁粒子:粒子系统效果的设计、表现和动画
粒子系统是一种表示、计算和渲染特殊效果的方法,如火、烟、爆炸、电、水、魔法和许多其他现象。本文提出了一种新的粒子系统设计、表示和动画方法,用于视频游戏和模拟中的实时效果。在NEAT粒子中,增强拓扑(NEAT)方法的神经进化演变为控制粒子外观和运动的人工神经网络(ANN)。与传统的粒子效应开发方法相比,NEAT粒子具有三个主要优势。首先,它将新粒子效果的创造与数学和编程分离开来,使对这两方面都知之甚少的用户能够产生复杂的效果。其次,它允许内容设计人员通过交互式进化计算(IEC)的形式来发展比典型开发工具更广泛的效果。最后,它作为一个概念生成器,允许用户交互式地探索可能的效果空间。在未来,这样的系统可能会允许内容在游戏中进化
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