Abstract
We present a system for real-time animation of large particle sets using GPU computation and memory objects in OpenGL. Our system implements a versatile particle engine, including inter-particle collisions and visibility sorting. By combining memory objects with floating-point fragment programs, we have implemented a particle engine that entirely avoids the transfer of particle data at runtime.
Original language | English |
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DOIs | |
State | Published - 2004 |
Event | ACM SIGGRAPH 2004 Sketches, SIGGRAPH'04 - Los Angeles, CA, United States Duration: 8 Aug 2004 → 12 Aug 2004 |
Conference
Conference | ACM SIGGRAPH 2004 Sketches, SIGGRAPH'04 |
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Country/Territory | United States |
City | Los Angeles, CA |
Period | 8/08/04 → 12/08/04 |