{"title":"动态环境下GPU上的实时粒子系统","authors":"S. Drone","doi":"10.1145/1281500.1281670","DOIUrl":null,"url":null,"abstract":"Particle systems ([Reeves83, Sims90, McAllister00]) have been the mainstay of video game effects for the past decade. They have been used to simulate everything from explosions ([Burg2000]) to swarms of insects ([Reynolds87]). As more and more processing power is becoming available on commodity graphics processors, many video game subsystems are now moving over to the GPU. Particle systems have moved with them, but in doing so, have lost some of their functionality in the move.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"26","resultStr":"{\"title\":\"Real-time particle systems on the GPU in dynamic environments\",\"authors\":\"S. Drone\",\"doi\":\"10.1145/1281500.1281670\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Particle systems ([Reeves83, Sims90, McAllister00]) have been the mainstay of video game effects for the past decade. They have been used to simulate everything from explosions ([Burg2000]) to swarms of insects ([Reynolds87]). As more and more processing power is becoming available on commodity graphics processors, many video game subsystems are now moving over to the GPU. Particle systems have moved with them, but in doing so, have lost some of their functionality in the move.\",\"PeriodicalId\":184610,\"journal\":{\"name\":\"ACM SIGGRAPH 2007 courses\",\"volume\":\"59 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-08-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"26\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2007 courses\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1281500.1281670\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2007 courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1281500.1281670","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Real-time particle systems on the GPU in dynamic environments
Particle systems ([Reeves83, Sims90, McAllister00]) have been the mainstay of video game effects for the past decade. They have been used to simulate everything from explosions ([Burg2000]) to swarms of insects ([Reynolds87]). As more and more processing power is becoming available on commodity graphics processors, many video game subsystems are now moving over to the GPU. Particle systems have moved with them, but in doing so, have lost some of their functionality in the move.