Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Particle Systems Using 3D Vector Fields with OpenGL Compute Shaders
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
2014 (English)Independent thesis Basic level (degree of Bachelor)Student thesisAlternative title
Partikelsystem genom 3D Vektorfält med OpenGL Compute Shaders (Swedish)
Abstract [en]

Context. Particle systems and particle effects are used to simulate a realistic and appealing atmosphere in many virtual environments. However, they do occupy a significant amount of computational resources. The demand for more advanced graphics increases by each generation, likewise does particle systems need to become increasingly more detailed. Objectives. This thesis proposes a texture-based 3D vector field particle system, computed on the Graphics Processing Unit, and compares it to an equation-based particle system. Methods. Several tests were conducted comparing different situations and parameters for the methods. All of the tests measured the computational time needed to execute the different methods. Results. We show that the texture-based method was effective in very specific situations where it was expected to outperform the equation-based. Otherwise, the equation-based particle system is still the most efficient. Conclusions. Generally the equation-based method is preferred, except for in very specific cases. The texture-based is most efficient to use for static particle systems and when a huge number of forces is applied to a particle system. Texture-based vector fields is hardly useful otherwise.

Place, publisher, year, edition, pages
2014. , p. 51
Keywords [en]
Particle Systems, Vector Fields, GPGPU, Textures
National Category
Computer Sciences Human Computer Interaction
Identifiers
URN: urn:nbn:se:bth-5740Local ID: oai:bth.se:arkivexCAD64C5C04214CEEC1257D88003FBA17OAI: oai:DiVA.org:bth-5740DiVA, id: diva2:833139
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2014-11-06 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(1256 kB)5938 downloads
File information
File name FULLTEXT01.pdfFile size 1256 kBChecksum SHA-512
feac2fbce32a250250872a53094595150bff41be2f961df63d6bf9d655c621a293b5353ee2aca617b4d4c867e932e7f25c4203e4a7adc891b594603cdfa1e33b
Type fulltextMimetype application/pdf

By organisation
Department of Creative Technologies
Computer SciencesHuman Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar
Total: 5948 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 1990 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf