Lecture 9 (Particle Systems) Flashcards

1
Q

What is the primary use of the geometry shader (introduced in DirectX10)?

A

To create new primitives from existing ones

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2
Q

What is the geometry shader most powerful in?

A

Creating particle systems

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3
Q

What is a Particle System?

A

A collection of many small particles that together represent a fuzzy object

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4
Q

Over a period of time, what happens to particles?

A

Particles are generated into a system, move and change from within the system, and die from the system

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5
Q

Give examples of where particle systems have been used.

A

Computer graphics in cinema, animations, digital art and video games

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6
Q

What are particle systems used to model?

A

Various irregular types of natural phenomena;

  • Fire
  • Smoke
  • Waterfalls
  • Fog
  • Bubbles
  • Explosions
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7
Q

What are the two main criteria that particle systems follow?

A
  • Collection of particles

- Stochastically defined attributes

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8
Q

What is the Collection of particles criteria?

A
  • A particle system is composed of one or more individual particles
  • Each of these particles has attributes that directly or indirectly affect the behaviour of the particle or ultimately how and where the particle is rendered
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9
Q

What are the Stochastically defined attributes criteria?

A
  • The introduction of some type of random element via stochastic limits (bounds, variance, distribution)
  • This random element can be used to control the particle attributes
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10
Q

What are the Particle Attributes?

A
  • Emission (speed, spread, rate)
  • Lifespan (infinite, constant, variable)
  • Opacity (static, dynamic)
  • Colour (static, dynamic)
  • Size
  • Shape
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11
Q

What are the stages of the Particle Life Cycle?

A
  • Generation
  • Dynamics
  • Extinction
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12
Q

What is Generation in the Particle life cycle?

A
  • Particles in the system are generated randomly within a predetermined location of the fuzzy object
  • This space is termed the generation shape of the fuzzy object, and this generation shape may change over time
    • Particles can originate from different points in the frame within the fuzzy object
  • Each of the above-mentioned attributes is given an initial value
    • These initial values may be fixed or may be determined by a stochastic process
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13
Q

What is Dynamics in the Particle life cycle?

A
  • The attribute of each of the particles may vary over time
  • In general, each of the particle attributes can be specified by an equation with time as the parameter (time and attributes make particles dynamic instead of static)
  • Particle attributes can be functions of both time and other particle attributes
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14
Q

What makes particles dynamic and not static?

A

Time and attributes

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15
Q

What is Extinction in the Particle life cycle?

A
  • When the particle age matches its lifetime it is destroyed
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16
Q

What are the criterias for terminating a particle prematurely?

A
  • Running out of bounds
    • If a particle moves out of the viewing area and will not re-enter it, then there is no reason to keep the particle active
  • Hitting the ground
    • It may be assumed that particles that run into the ground burn out and can no longer be seen
  • Reaching a threshold
    • e.g. if the particular colour is so close to black that it will not contribute any colour to the final image, then it can safely be destroyed
17
Q

What will happen if you render the entire life cycle of each particle simultaneously?

A

This will result in static (instead of animated) particles, useful to simulate certain materials, such as hair, fur or grass

18
Q

How to achieve particle simulations?

A

Sprite (2D) particle systems

Voxel (3D) particle systems

19
Q

What are Sprites?

A

A textured quad

20
Q

How to control Sprite’s dimensions and position?

A
  • Sprite dimensions
    • Width and height of sprite
  • Anchor point position
    • Used to position the sprite (anchor point is usually top left)
21
Q

What are Voxels?

A

Essentially 3D pixels

- More complex than sprites

22
Q

Where are voxels widely used?

A

In cinema

23
Q

What is the downside of voxels?

A

Computationally challenging