动态环境下GPU上的实时粒子系统

S. Drone
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引用次数: 26

摘要

粒子系统([Reeves83, Sims90, McAllister00])在过去十年中一直是电子游戏效果的支柱。它们被用来模拟从爆炸([Burg2000])到昆虫群([Reynolds87])的一切。随着越来越多的处理能力在商用图形处理器上变得可用,许多视频游戏子系统现在正在转向GPU。粒子系统也随之移动,但在移动过程中失去了一些功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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