This paper by Andreas Kolb, myself and Christof
Rezk-Salama has been published at the Graphics
Hardware 2004 conference. It builds upon the
research for my GDC 2004
session, but adds extensive support for
efficient collision detection with arbitrary
geometries.
Abstract of the paper:
Particle systems
have long been recognized as an essential building
block for detail-rich and lively visual
environments. Current implementations can handle
up to 10,000 particles in real-time simulations
and are mostly limited by the transfer of particle
data from the main processor to the graphics
hardware (GPU) for rendering.
This paper introduces a full GPU implementation
using fragment shaders of both the simulation
and rendering of a dynamically-
growing particle system. Such an implementation
can render up to 1 million particles in real-
time on recent hardware. The massively parallel
simulation handles collision detection and
reaction of particles with objects for arbitrary
shape. The collision detection is based on depth
maps that represent the outer shape of an
object. The depth maps store distance values and
normal vectors for collision reaction. Using a
special texturebased indexing technique to
represent normal vectors, standard 8-bit
textures can be used to describe the complete
depth map data. Alternately, several depth maps
can be stored in one floating point texture.
In addition, a GPU-based parallel sorting
algorithm is introduced that can be used to
perform a depth sorting of the
particles for correct alpha blending.
Graphics Hardware 2004 Paper (PDF, 3.3 MB)
Demo Video - High Quality (AVI, DivX5, 640x480, 55.4 MB)
Demo Video - Low Quality (MPEG1, 320x240, 8.4 MB)
For further information contact: Lutz Latta (llatta at 2ld.de)
Visit my co-authors' homepage at the
University of Siegen!
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<Last update: 20 February 2005>
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