Soft Edges and Burning Things: Enhanced Real-Time Rendering of Particle Systems
Date issued
2006
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper describes two methods that can be used to enhance the looks of particle systems. These methods t
applications that use modern graphics hardware for rendering. The rst method removes clipping artifacts. These
artifacts often appear when a fuzzy particle texture intersects solid geometry, resulting in a visible, undesireable
edge in the rendered graphics. This problem can be overcome by softening the edges with proper shading algorithms.
The second method of this paper presents the use of a ve-component color model. The parameters of the model
are: red, green, blue, alpha and burn. The rst four color components have their usual meaning while the burn
parameter is used to control the additivity of the color. This color model allows particles' alpha blending to range
from pure additive (useful for rendering ames) to normal smoke-style rendering. This method can be implemented
on most graphics hardware, even without shader support.
Description
Subject(s)
real-time vykreslování, částicové systémy, grafické procesory
Citation
WSCG '2006: Short Papers Proceedings: The 14-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 - February 2, 2006, p. 33-38.