GParticles:灵活的基于gpu的粒子库

Tiago Dinis, A. Fernandes
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引用次数: 0

摘要

粒子系统被广泛用于创建大量元素(或粒子)的视觉效果。早期的工作是基于CPU的,而最近的发展使用GPU来利用事实,在大多数情况下,粒子是独立的实体。在这里,我们提出了一个基于gpu的库,重点是可扩展性和易用性。该库允许实现几乎任何粒子逻辑,支持完全可编程的基于着色器的效果,促进多个资源的定义,并提供对粒子系统模拟执行的完全控制。项目可以很容易地使用XML指定,并通过着色器和存根扩展,C函数可以在粒子系统的处理阶段之间执行。所呈现的示例说明了API的潜力,多个粒子系统按顺序作用,后来扩展到创建自定义图形效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GParticles: A flexible GPU-based particle library
Particle systems are widely used to create visual effects with a large number of elements (or particles). Earlier works were CPU based, while recent developments use the GPU to take advantage of the fact that, in most cases, particles are independent entities. In here, we propose a GPU-based library that focuses on extensibility and ease of use. The library allows for virtually any particle logic to be implemented, supporting fully programmable shader based effects, facilitating the definition of multiple resources and providing full control over the particle system's simulation execution. Projects can be easily specified using XML, and extended via shaders and stubs, C functions that can be executed in between particle system's processing stages. The examples presented illustrate the potential of the API, with multiple particle systems acting in a sequence, later extended to create custom graphic effects.
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