“UberFlow: A GPU-Based Particle Engine” by Kipfer, Segal and Westermann

  • ©Peter Kipfer, Mark Segal, and Rudiger Westermann

  • ©Peter Kipfer, Mark Segal, and Rudiger Westermann

  • ©Peter Kipfer, Mark Segal, and Rudiger Westermann

  • ©Peter Kipfer, Mark Segal, and Rudiger Westermann

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Title:

    UberFlow: A GPU-Based Particle Engine

Session/Category Title:   GPU1


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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.

References:


    Govindaraju, N., Redon, S., Lin, M., and Manocha, D. 2003. Cullide: Interactive collision detection between complex models in large environments using graphics hardware. In Proceedings ACM SIGGRAPH/Eurographics Conference on Graphics Hardware.
    Knott, D., van den Doel, K., and Pai, D. K. 2003. Particle system collision detection using graphics hardware. In SIGGRAPH 2003 Sketch.
    Purcell, T., Donner, C., Cammarano, M., Jensen, H., and Hanrahan, P. 2003. Photon mapping on programmable graphics hardware. In Proceedings SIGGRAPH/Eurographics Workshop on Graphics Hardware, ACM, 41–50.


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