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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (HWWS '04)
  2. Hardware-based simulation and collision detection for large particle systems
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A quadrilateral rendering primitive
Mio: fast multipass partitioning via priority-based instruction scheduling
Tile-based texture mapping on graphics hardware
PixelView: a view-independent graphics rendering architecture
UberFlow: a GPU-based particle engine
A hierarchical shadow volume algorithm
Efficient partitioning of fragment shaders for multiple-output hardware
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A flexible simulation framework for graphics architectures
Hardware-based simulation and collision detection for large particle systems
Squeeze: numerical-precision-optimized volume rendering
Realtime ray tracing of dynamic scenes on an FPGA chip
Understanding the efficiency of GPU algorithms for matrix-matrix multiplication
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications

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Hardware-based simulation and collision detection for large particle systems

Content Provider ACM Digital Library
Author Rezk-Salama, C. Kolb, A. Latta, L.
Abstract 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 texture-based 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.
Starting Page 123
Ending Page 131
Page Count 9
File Format PDF
ISBN 3905673150
ISSN 17273471
DOI 10.1145/1058129.1058147
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2004-08-29
Publisher Place New York
Access Restriction Subscribed
Content Type Text
Resource Type Article
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