Alternatives to Particle Systems
I've been researching particle systems for a project and while looking into the effectiveness of particle systems I'd quite like to look at any alternatives there may be.
Does anyone know of any which I might look into? I'm currently looking at cellular automatas.
Ok, what exaclty do you want to use Particles for? Is it display or calculation of fluid, heat...
If you are looking into alternatives for display I'd suggest looking into 3D Texture mapping / Volume rendering. You can get really nice smoke effects with these.
But if you are using particles for calculations (and as you mention CAs I guess you do) maybe some special types of particles could be nice for you. Take a look at "smoothed particle hydrodynamics".
Greetings, Roga
If you are looking into alternatives for display I'd suggest looking into 3D Texture mapping / Volume rendering. You can get really nice smoke effects with these.
But if you are using particles for calculations (and as you mention CAs I guess you do) maybe some special types of particles could be nice for you. Take a look at "smoothed particle hydrodynamics".
Greetings, Roga
I guess that would depend on what kind of effect you'd like to achieve. What is it you're trying to do with particles in the project?
It's not really a project. I'm writing a report on my research of particle systems.
Basically, the section I was asking about looks into alternative ways to generate the fuzzy effects which particle systems create.
Basically, the section I was asking about looks into alternative ways to generate the fuzzy effects which particle systems create.
Well, another way to make a smooth fuzz in an area or around an object is to render a separate image with a bright object in that area, blur it and apply it to the original image as a semi-transparent overlay. This is often used to create color bloom effects.
I don't mean fuzzy in that sense of the word.
Particle systems were originally created by William T. Reeves and he deemed any chaotic effect such as fire or smoke as a "fuzzy" effect. Particle systems were made to try and recreate these fuzzy effects.
Particle systems were originally created by William T. Reeves and he deemed any chaotic effect such as fire or smoke as a "fuzzy" effect. Particle systems were made to try and recreate these fuzzy effects.
hyper-textures, voxels, navier-stokes, and marching cubes for rendering. Probably a heap of others, but they normally fall into only a few catagories. Flocking systems i guess might fall into a fuzzy catagory.
Basically, I'm trying to think of ways in which games have generated effects such as fire and water.
I can't remember any early Playstation games using particle systems to generate fire, for example, because they weren't powerful enough. I'm assuming that they relied on animated textures and other techniques.
In a similar vain, I can't imagine that particle systems will be used forever. Only until something better shows up on the horizon. Are there any shaders which would deal with particle effects, for example?
I can't remember any early Playstation games using particle systems to generate fire, for example, because they weren't powerful enough. I'm assuming that they relied on animated textures and other techniques.
In a similar vain, I can't imagine that particle systems will be used forever. Only until something better shows up on the horizon. Are there any shaders which would deal with particle effects, for example?
Quote:Original post by RobTheBloke
hyper-textures, voxels, navier-stokes, and marching cubes for rendering. Probably a heap of others, but they normally fall into only a few catagories. Flocking systems i guess might fall into a fuzzy catagory.
You stole the words right out of my mouth...
redneon, if you want to get into realistic fire and water simulation, the Navier-Stokes equations will be the way to go.
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