Sökning: "GPU particle systems"

Visar resultat 1 - 5 av 10 uppsatser innehållade orden GPU particle systems.

  1. 1. Slab and Powder-Snow avalanche animation on the GPU

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Åleskog Jonthan; Cheh Daniel; [2021]
    Nyckelord :Avalanche; GPU; DEM; Real-time; Games; Lavin; GPU; DEM; Realtid; Spel;

    Sammanfattning : Background: The video game industry has yet to achieve a physically-based real-time avalanche simulation because of the sheer complexity of modeling the behavior of snow avalanches. An avalanche is made out of snow, meaning it would require a snow simulation which itself already shows to be complex. LÄS MER

  2. 2. Real-Time Persistent Mesh Painting with GPU Particle Systems

    Master-uppsats, Linköpings universitet/Informationskodning

    Författare :Andreas Larsson; [2017]
    Nyckelord :Real-time; Computer graphics; Mesh painting; Painting; GPU particle systems; Particles; Particle Systems; Screen space; Collisions; Particle Simulation;

    Sammanfattning : Particle systems are used to create visual effects in real-time applications such as computer games. However, emitted particles are often transient and do not leave a lasting impact on a 3D scene. LÄS MER

  3. 3. Comparison Between Particle Rendering Techniques in DirectX 11

    Kandidat-uppsats, Malmö högskola/Fakulteten för teknik och samhälle (TS)

    Författare :Simon Johansson; Robin Andersson; [2017]
    Nyckelord :DirectX; stream output; instancing; particle system; comparison; benchmark;

    Sammanfattning : Comparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU based one. LÄS MER

  4. 4. Accelerating Fluids Simulation Using SPH and Implementation on GPU

    Master-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Aditya Hendra; [2015]
    Nyckelord :;

    Sammanfattning : Fluids simulation is usually done with CFD methods which offers high precision but needs days/weeks/months to compute on desktop CPUs which limits the practical use in industrial control systems. In order to reduce the computation time Smoothed Particle Hydrodynamics (SPH) method is used. LÄS MER

  5. 5. Particle Systems; A GPGPU based approach


    Författare :Tobias Grundel; [2015]
    Nyckelord :Particle system; GPGPU; Performance;

    Sammanfattning : Context. Particle systems are an important part for enhancing the player experience in games, simulating fire, smoke and water. The higher and higher demands from modern games to provide visual stunning experiences puts a strain on performance that the CPU is not able to handle. LÄS MER