粒子效果系统为一款需要使用GPU的现代视频游戏

W. Zeler, P. Rohleder
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引用次数: 0

摘要

本文介绍了一种为technland有限公司未来产品的需要而设计的新的粒子效果制作和管理系统。通过适当组织内存缓冲区,它提供了内存中的最大数据密度。这使得简化计算、使用更少的线程和更少的内存读取成为可能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Particle effect system for the needs of a modern video game using the GPU
A new system of creation and management of particle effects created for the needs of the future productions of Techland Co. Ltd. is presented. By a proper organisation of memory buffers it provides for maximum data density in the memory. This makes it possible to simplify the calculations and to use a smaller number of threads and less memory readings.
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来源期刊
Machine Graphics and Vision
Machine Graphics and Vision Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
0.40
自引率
0.00%
发文量
1
期刊介绍: Machine GRAPHICS & VISION (MGV) is a refereed international journal, published quarterly, providing a scientific exchange forum and an authoritative source of information in the field of, in general, pictorial information exchange between computers and their environment, including applications of visual and graphical computer systems. The journal concentrates on theoretical and computational models underlying computer generated, analysed, or otherwise processed imagery, in particular: - image processing - scene analysis, modeling, and understanding - machine vision - pattern matching and pattern recognition - image synthesis, including three-dimensional imaging and solid modeling
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