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Particle system based on GPU

A particle system and particle technology, applied in the field of GPU-based particle systems, can solve problems such as reducing the real-time performance of particle systems, time-consuming, and weak CPU matrix calculation capability, and achieve improved operating efficiency, reduced data volume, and improved system performance. Effect

Inactive Publication Date: 2006-03-29
BEIHANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] The particle system can easily simulate the movement of amorphous objects, so it is widely used in the current 3D simulation scene, but most of the particle systems are based on the CPU, and the trajectory of each particle must be It is calculated in real time by the CPU, and then the data is transferred from the system memory to the display hardware through the data bus to draw, so that on the one hand, the CPU has relatively weak ability to calculate the matrix, on the other hand, the data is transferred from the CPU to the graphics processing unit The GPU process will be very time-consuming, which greatly reduces the real-time performance of the particle system

Method used

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Embodiment Construction

[0024] Such as figure 1 As shown, when the system of the present invention starts, it is initialized first. The content of the initialization mainly includes two aspects. One aspect is the initialization of the current computer system and OpenGL extension functions. The purpose is to check whether the current computer configuration and graphics card driver support The necessary OpenGL functions, including the initialization of OpenGL and the declaration of the necessary OpenGL extension functions in this system, the extension functions of OpenGL must be initialized by the wglGetExtensionsStringARB() function and wglGetProcAddress() function, the first function is used to check whether the system To support this OpenGL extension, the second function is used to get the function pointer; the second aspect of system initialization is to initialize the pixel buffer Pbuffer using the OpenGL extension function declared in the first part.

[0025] Since the present invention uses texture...

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Abstract

The invention is a GPU-based particle system, firstly allocating a block of memory area in the CPU of a system memory , where the memory area is divided into í‹idle indexesíŒ, í‹new particle stackíŒ, and í‹active particle stackíŒ, then reading an idle index from the í‹idle indexesíŒ, storing the idle index together with new produced particle index and particle attributes in the two stacks so as to produce new particle; then reading new particle information from the í‹new particle stackíŒ to store in a display memory, where the speed and position information of the particle is stored in the first-group grains, then updating the particle attributes; reading the particle information from a group of grains of the GPU of the display memory, calculating the next-time position and speed information of the particle according to motion equation and storing them into the second group of grains of the GPU, updating the particle information; writing back the updated particle attributes from the grains of the display memory to a vertex array of the CPU of the system memory; drawing the particle. The invention improves calculating ability and operating efficiency and at the same time, largely improves the real-time performance of the system.

Description

Technical field [0001] The present invention relates to a particle system, in particular to a particle system based on GPU. Background technique [0002] Particle system is a graphics generation algorithm that is considered to be very effective for simulating irregular fuzzy objects so far. It uses a unified pattern to generate natural phenomena with irregular shapes such as clouds, smoke, fire, and water. In the particle system, the scene is defined as consisting of thousands of irregular and randomly distributed particles, and each particle has a certain life cycle. They constantly change shape and move constantly, which fully reflects The nature of regular objects. [0003] However, the particle system is not a simple static system. As time goes by, the existing particles in the system not only constantly change their properties and keep moving, but also new particles are constantly added and old particles disappear. At the same time, in order to make the scene represented by ...

Claims

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Application Information

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IPC IPC(8): G06T15/00G06T1/00
Inventor 郝爱民许楠万丽莉
Owner BEIHANG UNIV
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