UFCFX5-15-3Mobile Device Development Particle Systems.

Slides:



Advertisements
Similar presentations
B.Sc. Multimedia ComputingMedia Technologies 3D Modelling & Animation.
Advertisements

Introduction Games have always been a fundamental part of human life. Space storm “ عاصفة الفضاء” is a 3D SCI-FI game that consists of two stages presented.
C6 Liquid Crystals.
4.9. P ARTICLE E FFECTS Use of particle effects within games.
Chapter 9: Hatching, Gradients and Boundaries. After completing this Chapter, you will be able to use the following features: What is Hatching? What is.
© 2012 Autodesk AV4676-V - Integrating Water Elements and Fountains into Architectural Renderings Using Particle Flow Steven Schain Autodesk Certified.
4.11. T REES AND V EGETATION Rendering of trees and vegetation.
1Notes  Textbook: matchmove 6.7.2, B.9. 2 Match Move  For combining CG effects with real footage, need to match synthetic camera to real camera: “matchmove”
Robotics Simulator Intelligent Systems Lab. What is it ? Software framework - Simulating Robotics Algorithms.
UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Lighting.
UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Special Effects Picture...
Level 2 Mobile and Games Programming Modules Cathy French K233.
Java 3D Pablo Figueroa University of Alberta April 2000.
Combined Lagrangian-Eulerian Approach for Accurate Advection Toshiya HACHISUKA The University of Tokyo Introduction Grid-based fluid.
1cs426-winter-2008 Notes. 2 Velocity fields  Velocity field could be a combination of pre-designed velocity elements E.g. explosions, vortices, …  Or.
Scenes, Cameras & Lighting. Outline  Constructing a scene  Using hierarchy  Camera models  Light models.
1cs426-winter-2008 Notes  Assignment 1 is out, due immediately after reading week (Feb 25)  Please read: William T. Reeves, "Particle systems: a technique.
Computer-Based Animation. ● To animate something – to bring it to life ● Animation covers all changes that have visual effects – Positon (motion dynamic)
UFCFY5-30-1Multimedia Studio 3D Modelling & Animation.
The Accelerometer and Gyroscope
An Introduction to Physics Engines Michael Sundqivst TV10S1M3.
Principles and Elements of Design. The Principles of Design Balance ▫Symmetrical ▫Asymmetrical Rhythm Proportion Emphasis Unity.
Physically Based Animation and Modeling
Antigone Engine Kevin Kassing – Period
CSE 380 – Computer Game Programming Introduction ITS 102 – 3D Modeling for Games Blender's User Interface.
Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.
Modelling and Simulation Dynamics. Dynamics Dynamics is a branch of physics that describes how objects move. Dynamic animation uses rules of physics to.
Many years ago, an American nightclub had a fire in which over 400 people died due to a simple design flaw. What was it and how were regulations changed.
TERRAIN SET09115 Intro to Graphics Programming. Breakdown  Basics  What do we mean by terrain?  How terrain rendering works  Generating terrain 
V part C.  Different programs have different ways of displaying objects in real-time while the scenes are being created within the workspace. Some.
Web Games Programming An Introduction to Unity 3D.
Blender Animation Particle Systems and Interactions.
Arrangement of Electrons. Spectroscopy and the Bohr atom (1913) Spectroscopy, the study of the light emitted or absorbed by substances, has made a significant.
INTRODUCTION Basic Design Principles Proximity Visual Hierarchy Visual Hierarchy Symmetry / Asymmetry Symmetry / Asymmetry Repetition Unity Contrast.
11 Lecture 3 Particle Effects References: [1] Gregory Junker, Pro OGRE 3D Programming, Apress, 2006 [2] Ogre Tutorials – Ogre Wiki
Week 10:Rendering 1. In the last lecture we saw how to model objects and represent them as wireframe models. Wire frame models depict the outer hull of.
Yingcai Xiao Game Development with Unity3D. Outline IDE Engine Assets Tutorial Examples Inside.
V part 3.  Different programs have different ways of displaying objects in real-time while the scenes are being created within the workspace. Some.
Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.
Point Sprites Course Information CVG: Programming 4 My Name: Mark Walsh Website: Recommended.
ATEC Procedural Animation
Time for a REViEW. ELEMENTS ARE HOW WE SEE AND ORGANIZE THE WORLD…PRINCIPLES OF DESIGN FOCUS ON HOW WE ORGANIZE THOSE ELEMENTS. Principles of Design vs.
Perpetual Visualization of Particle Motion and Fluid Flow Presented by Tsui Mei Chang.
Colour and Texture. Extract 3-D information Using Vision Extract 3-D information for performing certain tasks such as manipulation, navigation, and recognition.
Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire.
Framsticks physics © Szymon Ulatowski. Simulation goals Physics-based: create real-world feeling to intuitively understand behaviors Not necessarily very.
Advanced Games Development Game Physics CO2301 Games Development 1 Week 19.
Graphics for Games Particle Systems CO2301 Games Development 1 Week 23.
Copyright © Curt Hill Meshes A Little More to Know.
UFCFX5-15-3Mobile Device Development Unity 3D Development for Android Unity Mobile Assets.
UFCFSU-30-13D Technologies for the Web An Introduction to Unity 3D.
Computer Graphics Imaging Ying Zhu Georgia State University Lecture 29 Soft Bodies and Rigid Bodies.
Computer Graphics Imaging Ying Zhu Georgia State University Lecture 26 Hair and fur.
Game Development with Unity3D
Unity 3D Rolfe Bozier 24-Apr-2017
Games Development Practices 3D Modelling
Chapter 9 Art Composition. Chapter 9 Art Composition.
2D Graphics and Animations in Unity 3D
Computer Animation Ying Zhu Georgia State University
The Purpose of game Engines
Computer Animation Ying Zhu Georgia State University
Foundations of Visualization 10/25/2005 Notes
3D Modelling & Animation
Processes shaping earth
Advanced Games Development Game Physics
Computer Graphics Lecture 15.
CO Games Concepts Week 22 Particle systems
Use of particle effects within games
3D Animation.
Rendering of trees and vegetation
Presentation transcript:

UFCFX5-15-3Mobile Device Development Particle Systems

UFCFX5-15-3Mobile Device Development Agenda Role of Particle Systems in Visual Effects (VFX) Particle System Types Concepts of Particles Dynamics of Particles Typical Components and Elements of a Particle System Unity Particle Systems Examples

UFCFX5-15-3Mobile Device Development Role of Particle Systems Most objects in a 3D environment are depicted as solid objects, e.g. meshes, 2D apps use sprites. Meshes and sprites depict solid objects with a well - defined shape. However, other entities are more intangible and transient, e.g. smoke, fire, liquids and crystal ‘magic’ effects. Particle systems typically provide a means to portray the visual characteristics and motion of such entities.

UFCFX5-15-3Mobile Device Development Particle Systems Types A particle system can be static or animated Each particle can be displayed all at once (static) or displayed over time (animated) Usually, most particle effects featured in a 3D environment are animated, but the particle system would be able to produce some static effects if required Examples of static particle effects would be hair or fur, these are typically found in 3D Animation systems such as Maya and 3D Studio MAX

UFCFX5-15-3Mobile Device Development Concepts of Particles Particles are small images or meshes moved and displayed in large numbers. Each particle represents a small portion of the resulting entity, which move together in a motion that attempts to portray the dynamics of the real-world entity Such natural dynamic systems have been the study of much research toward the development and evolution of CGI-based particle systems.

UFCFX5-15-3Mobile Device Development Dynamics of Particles Each particle has a predefined lifetime, typically of a few seconds, during which the particle can undergo various changes in colour, orientation and velocity. The system emits particles within a region of space such as a sphere, cone, or arbitrary mesh Particles can be moved under the influence of gravity and or have their own force of movement that can interact with other physics-based systems in the scene.

UFCFX5-15-3Mobile Device Development Typical Components of Particle Systems Emitter The emitter acts as the source of the particles. Where the emitter is positioned in 3D space determines the initial creation point of the particles. Animator The animator determines how the particles motion behave during their existence in the system. Renderer The renderer is responsible for displaying the particles and applying colour and any associated textures. Properties of colour can be modified over time e.g. colour gradients.

UFCFX5-15-3Mobile Device Development ‘Light Snow’ Emitter e.g. Minimum Emission = 25 Maximum Emission = 50

UFCFX5-15-3Mobile Device Development ‘Light Snow’ Animator Animate the Colours

UFCFX5-15-3Mobile Device Development Renderer ‘Billboard’ makes the particle face the viewer

UFCFX5-15-3Mobile Device Development ‘Flame’ Particle System The Flame particle system has four sub components Three Emitters Inner Core, Outer Core, Smoke A Light Source

UFCFX5-15-3Mobile Device Development

UFCFX5-15-3Mobile Device Development ‘Flame’ Light Source

UFCFX5-15-3Mobile Device Development Latest System Unity now features an alternative particle system using the same concepts and principles as the original system. It now includes facilities for collisions detection of particles on other objects. However, all the current particle FX assets are based on the original system.

UFCFX5-15-3Mobile Device Development Summary Particle Systems attempt to simulated non solid object dynamic behaviour and visual characteristics. They are typically used to created fire, dust, liquid, and crystal effects. Most particle systems will consist of a particle Emitter, Animator and Renderer The number of properties associated with each component is extensive, developers would usually choose a suitable base particle system to evolve into the required VFX. Unity has a new particle system component which features similar elements and principles but now has collision detection features. All the current FX are based on the original system Naturally occurring dynamic systems have been the focus of research in the development and evolution of CGI-based particle systems.