Particle Systems Reference: Reeves W.: "Particle Systems -- A Technique for Modelling a Class of Fuzzy Objets", Computer Graphics, 17(3), pp. 359-376,

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Presentation transcript:

Particle Systems Reference: Reeves W.: "Particle Systems -- A Technique for Modelling a Class of Fuzzy Objets", Computer Graphics, 17(3), pp , 1983 CS 551 – Advanced Graphics Peter Capelluto

Particle Systems Particle systems offer a solution to modeling amorphous, dynamic and fluid objects like clouds, smoke, water, explosions and fire.

Representing Objects with Particles An object is represented as clouds of primitive particles that define its volume rather than by polygons or patches that define its boundary. An object is represented as clouds of primitive particles that define its volume rather than by polygons or patches that define its boundary. A particle system is dynamic, particles changing form and moving with the passage of time. A particle system is dynamic, particles changing form and moving with the passage of time. Object is not deterministic, its shape and form are not completely specified. Instead Object is not deterministic, its shape and form are not completely specified. Instead

Basic Model of Particle Systems 1) New particles are generated into the system. 2) Each new particle is assigned its individual attributes. 3) Any particles that have existed past their prescribed lifetime are extinguished. 4) The remaining particles are moved and transformed according to their dynamic attributes. 5) An image of the particles is rendered in the frame buffer, often using special purpose algorithms.

Particle Generation Particles are generated using processes with an element of randomness. One way to control the number of particles created is by the particles generated per frame: Nparts f = MeanParts f + Rand() X VarianceParts f Another method generates a certain number of particles per screen area: Nparts f = (MeanParts SAf + Rand() X VarianceParts SAf ) X ScreenArea With this method the number of new particles depends on the screen size of the object.

Particle Attributes Initial position Initial position Initial velocity Initial velocity Initial size Initial size InitialSize = MeanSize + Rand() X VarSizeInitialSize = MeanSize + Rand() X VarSize Initial color Initial color Initial transparency Initial transparency Shape Shape Lifetime Lifetime Alias|Wavefront’s Maya

Particle Dynamics A particle’s position is found by simply adding its velocity vector to its position vector. This can be modified by forces such as gravity. Other attributes can vary over time as well, such as color, transparency and size. These rates of change can be global or they can be stochastic for each particle.

Particle Extinction When generated, given a lifetime in frames. When generated, given a lifetime in frames. Lifetime decremented each frame, particle is killed when it reaches zero. Lifetime decremented each frame, particle is killed when it reaches zero. Kill particles that no longer contribute to image (transparency below a certain threshold, etc.). Kill particles that no longer contribute to image (transparency below a certain threshold, etc.).

Particle Rendering Particles can obscure other objects behind them, can be transparent, and can cast shadows on other objects. The objects may be polygons, curved surfaces, or other particles. Particles can obscure other objects behind them, can be transparent, and can cast shadows on other objects. The objects may be polygons, curved surfaces, or other particles.

Particle Rendering For Star Trek II, Reeves made two assumptions which made things easier for him: For Star Trek II, Reeves made two assumptions which made things easier for him: assumed particles wouldn’t intersect other geometry (handled occlusion by compositing) Particles can obscure other objects behind them, can be transparent, and can cast shadows on other objects. The objects may be polygons, curved surfaces, or other particles.assumed particles wouldn’t intersect other geometry (handled occlusion by compositing) Particles can obscure other objects behind them, can be transparent, and can cast shadows on other objects. The objects may be polygons, curved surfaces, or other particles. treated particles as point light sources, each particle contributing a bit to the brightness of a pixel (avoiding hidden surface detection and shadows). However, the particles did not actually cast light on the geometry in the scene; lights had to be added.treated particles as point light sources, each particle contributing a bit to the brightness of a pixel (avoiding hidden surface detection and shadows). However, the particles did not actually cast light on the geometry in the scene; lights had to be added.

Star Trek II: The Wrath of Khan

Particle Hierarchy Particle system such that particles can themselves be particle systems. The child particle systems can inherit the properties of the parents. The child particle systems can inherit the properties of the parents.

Grass Entire trajectory of a particle over its lifespan is rendered to produce a static image. Entire trajectory of a particle over its lifespan is rendered to produce a static image. Green and dark green colors assigned to the particles which are shaded on the basis of the scene’s light sources. Green and dark green colors assigned to the particles which are shaded on the basis of the scene’s light sources. Each particle becomes a blade of grass. Each particle becomes a blade of grass. white.sand by Alvy Ray Smith (he was also working at Lucasfilm)

Metaballs Metaballs are spheres that blend together to form surfaces. Metaballs are spheres that blend together to form surfaces. By representing particles as metaballs blobby surfaces can be created. By representing particles as metaballs blobby surfaces can be created.

Metaballs

Soft Bodies Particle system deforms the surface of a NURBS or polygonal object. Particle system deforms the surface of a NURBS or polygonal object. chewing gum soft body