7 votes

Fading particles and transition

I made a visualization a little like yours years ago, and used a similar technique, because it's the natural approach to the problem. After I spent a few years writing drivers for modern GPUs, I ...
Dan Hulme's user avatar
  • 6,810
4 votes
Accepted

Pixel dispersion (dissolving) algorithms

A very simple low memory approach If you really want to use as little memory as possible, it can be done with not much more memory than that required to store a single image (the first frame) ...
trichoplax is on Codidact now's user avatar
4 votes
Accepted

Are there tricks for getting proper sort ordering on particle systems?

First option should be to make all particles able to go through the same pipeline. Perhaps with an uber shader. That way you can batch them all. Positive ieee floating point numbers can be sorted ...
ratchet freak's user avatar
3 votes
Accepted

Rendering a particle system as a smooth blob

For culling faraway particles: as lightxbulb said, the keyword to search for is "acceleration structure". There are a variety of options: BVH, octree, kd-tree, uniform grid, or some ...
Nathan Reed's user avatar
3 votes

Possible methods to deal with artifacts when drawing billboards to a cubemap

Change the projection to always be the same no matter which face is being rendered. The simplest way is you use the direction from billboard to the camera instead of the direction the camera is ...
ratchet freak's user avatar
2 votes

Pixel dispersion (dissolving) algorithms

You could do this entirely within an OpenGL/WebGL fragment shader: Attach the image you wish to emerge as a texture/sampler2D. Attach uniforms for the current time, as well as the time you want the ...
Jack's user avatar
  • 341
2 votes
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What is the difference between particles system and smoothed particles hydrodynamic?

Particle systems are used in graphics to represent phenomena like fire, smoke, fog, sparks, splashes, small bits of debris like rocks, splinters, or leaves, as well as magic or sci-fi effects like ...
Nathan Reed's user avatar
2 votes
Accepted

Stripping unnecessary data from C++ data structures before sending to GPU

I typically like to define a "GPUData" struct containing the fields that are going to the shader, and keep the GPUDatas for all the particles in an array. Then, when it's time to update the ...
Nathan Reed's user avatar
1 vote

Are there tricks for getting proper sort ordering on particle systems?

Sort the particles by Z each rendering cycle using an algorithm such as bubble sort which is good when element changes position in small steps. If the perspective does not change much the errors would ...
Andreas's user avatar
  • 359
1 vote
Accepted

Performance of particle implementation

Updating the position/rotation/scale in the vertex buffer will use less memory bandwidth—that’s 9 values, where a transform matrix would be either 12 or 16—and the GPU can parallelize the work of ...
Noah Witherspoon's user avatar
1 vote
Accepted

Represent shape as particles

Solution: Check for the minimum x,y,z value for all points. Add these values multiplied by (-1) to all points in order to guarantee that all points are not negative. Then take the largest point and ...
coder1337's user avatar
1 vote
Accepted

Spring damping in Energy Function

The damping force you mentioned $f=-k \frac{\dot{l} \cdot l}{|l|} \frac{l}{|l|}$ is a special case of $f=-k \dot{C} \frac{\partial C}{\partial \mathbf{x}}$. Let $$ \begin{align} C(\mathbf{x}) &= \...
TheBusyTypist's user avatar
1 vote

Particle & Fluid Simulation: Where to learn?

PBRT handles only the rendering part, not the simulation part. There are several books out on game physics that handle fluid simulation, the one on my bookshelf is David Eberly's "Game Physics".
Stefan Werner's user avatar

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