Abstract
The paper presents a novel approach to particle systems dedicated to the use in real-time 3D graphics. A new particle system architecture is presented, with hierarchical structure of objects, implementing a scene graph- specific interfaces which automatically incorporate them into the main graph of the whole interactive scene. With the uniform parameter passing scheme, the objects can be easily edited in a way similar to any other objects (like models, lights, sounds etc.), even during the simulation, with an instant visual effect. A complex hierarchy of objects grants a unique flexibility and extensibility; either by parameterization of existing objects in an editor or by implementing additional task-specific objects, which are automatically incorporated into the whole hierarchy, any specific behaviour of particles may be achieved, which greatly increases the level of visual attractiveness of generated effects.
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Grudziński, J. (2009). A Scene Graph-Oriented Particle System for Real-Time 3D Graphics. In: Bolc, L., Kulikowski, J.L., Wojciechowski, K. (eds) Computer Vision and Graphics. ICCVG 2008. Lecture Notes in Computer Science, vol 5337. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02345-3_42
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DOI: https://doi.org/10.1007/978-3-642-02345-3_42
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-02344-6
Online ISBN: 978-3-642-02345-3
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