UberFlow: A GPU-based particle engine

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

112 Scopus citations

Abstract

We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform particle manipulation are essential. 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 run-time. Our system can be seen as a forerunner of a new class of graphics algorithms, exploiting memory objects or similar concepts on upcoming graphics hardware to avoid bus bandwidth becoming the major performance bottleneck.

Original languageEnglish
Title of host publicationGraphics Hardware 2004 - Eurographics Symposium Proceedings
Pages115-122
Number of pages8
StatePublished - 2004
Event19th Eurographics/SIGGRAPH Graphics Hardware Workshop, Graphics Hardware 2004 - Grenoble, France
Duration: 29 Aug 200430 Aug 2004

Publication series

NameProceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware

Conference

Conference19th Eurographics/SIGGRAPH Graphics Hardware Workshop, Graphics Hardware 2004
Country/TerritoryFrance
CityGrenoble
Period29/08/0430/08/04

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