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1cs426-winter-2008 Notes
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2 Velocity fields Velocity field could be a combination of pre-designed velocity elements E.g. explosions, vortices, … Or from “noise” (or “Perlin noise”) Smooth random number field Essentially a Hermite spline from a pseudo- random hash Or from a simulation Interpolate velocity from a computed grid E.g. smoke simulation
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3cs426-winter-2008 Time integration woes For rotational motion, immediately find serious flaw with Forward Euler: instability Better off using a more accurate, more stable Runge-Kutta method For example: 3rd order
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4cs426-winter-2008 Second order motion Real particles move due to forces Newton’s law F=ma Need to specify force F (gravity, collisions, …) Divide by particle mass to get acceleration a Update velocity v by acceleration Update position x by velocity
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5cs426-winter-2008 Basic rendering Draw a dot for each particle But what do you do with several particles per pixel? Add: models each point emitting (but not absorbing) light -- good for sparks, fire, … More generally, compute depth order, do alpha- compositing (and worry about shadows etc.) Can fit into Reyes very easily Anti-aliasing Blur edges of particle, make sure blurred to cover at least a pixel Particle with radius: kernel function
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6cs426-winter-2008 Motion blur One case where you can actually do exact solution instead of sampling Really easy for simple particles Instead of a dot, draw a line (from old position to new position - the shutter time) May involve decrease in alpha More accurately, draw a spline curve May need to take into account radius as well…
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7cs426-winter-2008 More detailed particle rendering Stick a texture (or even a little movie) on each particle: “sprites” or “billboards” E.g. a noise function E.g. a video of real flames Draw a little object for each particle Need to keep track of orientation as well, unless spherical We’ll get into full-fledged rigid bodies later Draw between particles curve (hair), surface (cloth) Implicit surface wrapped around virtual particles (e.g. water)
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