UberFlow: a GPU-based particle engine

P. Kipfer, Mark E. Segal, R. Westermann
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引用次数: 4

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.
UberFlow:一个基于gpu的粒子引擎
在OpenGL中,我们提出了一个利用GPU计算和内存对象实现大粒子集实时动画和渲染的系统。内存对象既可以作为存储在图形卡上的几何数据的容器,也可以作为渲染目标,为在GPU上操作和渲染粒子数据提供了一种有效的手段。为了充分利用这一机制,高效的GPU实现用于执行粒子操作的算法是必不可少的。我们的系统实现了一个通用的粒子引擎,包括粒子间碰撞和可见性排序。通过将内存对象与浮点片段程序相结合,我们实现了一个完全避免在运行时传输粒子数据的粒子引擎。我们的系统可以被看作是一类新的图形算法的先驱,利用即将到来的图形硬件上的内存对象或类似的概念来避免总线带宽成为主要的性能瓶颈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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