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abstract
Particle systems generally work on a fixed budget of visible particles
per frame. For complicated scenes involving particles such as the
simulation of large-scale forest fires, the task of deciding where to
emit new particles based on the camera location is difficult. We
present a GPU-based image-space approach where visible pixels act as
potential emitters. Our method is simple to implement, works well
with normal particle systems (both CPU and GPU), and creates
potentially new ways of generating particle effects, such as particle
emission from image or animation data.
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people
publications
- Jaakko Konttinen, Sumanta Pattanaik, and Charles E. Hughes, Image-Space Particle Systems, SIGGRAPH 2007 Poster
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