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Questions tagged [particles]

1 vote
0 answers
54 views

I'm working on a fluid simulation project where two spheres are simulated using smoothed particle hydrodynamics (SPH). I have generated two sets of particles inside and on the surface of a sphere. You ...
Hassan's user avatar
  • 11
0 votes
1 answer
88 views

What is the difference between particles system and smoothed particles hydrodynamic(SPH) ? is SPH a more specific version of particles system ? More searches on google I do more confusing I get since ...
ahmad alghadban's user avatar
1 vote
0 answers
63 views

This demo: https://www.khronos.org/registry/webgl/sdk/demos/google/particles/ Contains multiple effects that can be done with WebGL. I've been able to recreate some of them, but for example I don't ...
hhaamm's user avatar
  • 111
1 vote
1 answer
147 views

I've recently been working on a particle system in my renderer and I've encountered a situation where my particle class on the C++ side has data I need to maintain my particle on that end, but that I ...
JHall's user avatar
  • 57
1 vote
1 answer
405 views

What is a good algorithm for rendering a particle system as a coherent mesh, in realtime? I am running a smoothed-particle hydrodynamics fluid simulation, and I would like to render the particles not ...
AnnoyinC's user avatar
  • 322
1 vote
1 answer
91 views

I am about to implement the renderer for a simple particle system. Every particle has to be updated every frame (position, rotation, scale) and so I was wondering which way is usually faster: ...
clamp's user avatar
  • 113
2 votes
1 answer
167 views

Input: Triangles which make up an arbitrary shape. Each triangle is represented by 3 3D points. Output: A set of particles which fills up the inside of the object (see image). I have read the ...
coder1337's user avatar
2 votes
0 answers
87 views

I have a question about Nvidia Flex or any particle based simulation in general: The particles are created by sampling the mesh, which can result in fewer particles than there are vertices in the ...
Jojo's user avatar
  • 121
2 votes
0 answers
155 views

Many hair simulations render their hair as lines (usually splines). Since hair is a really thin object. if the hair is braided, rather than having thin infinitesimally small cylinders, you have ...
Makogan's user avatar
  • 1,891
1 vote
1 answer
113 views

Supposing a behavior function $C(x_1, \ldots, x_n)$, then we have a scalar potential energy function $E = \frac{k_s}{2}C\cdot C$ where $k_S$ is stiffness constant. Hence, the force is as follows $...
shashack's user avatar
  • 523
6 votes
1 answer
980 views

I'm trying to render a particle simulation. I want each particle to leave a trace. To achieve this I'm using a framebuffer and two textures. On each frame the algorithm goes like this: Render to a ...
Anvaka's user avatar
  • 213
2 votes
0 answers
203 views

I am working on a graphics engine designed to be used in flight simulators. It therefore has to feature an advanced weather rendering system with clouds you can fly through. For this, I implemented a ...
Vylsain's user avatar
  • 21
6 votes
2 answers
666 views

If you have a bunch of particles to render, using different shaders and/or render states, that have some level of transparency, the naive solution of sorting all particles by depth can be extremely ...
Alan Wolfe's user avatar
  • 7,861
2 votes
1 answer
146 views

When drawing billboards to a cubemap, the billboard texture was incorrectly aligned on the boundaries of the cubemap between different sides. My guess is that the false projection of the billboard ...
user avatar
5 votes
2 answers
3k views

This YouTube video of a flip-dot display (physical b/w pixels) shows the reverse of an effect that might be called dissolve or dispersion, i.e. a text emerges from noise by pixels moving in to form ...
handle's user avatar
  • 153

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