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Notes

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Notes If you re interested, read Bridson, Hourihan, Nordenstam, Curl noise for procedural fluid flow , SIGGRAPH 07 Time integration woes For rotational ... – PowerPoint PPT presentation

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Title: Notes


1
Notes
  • If youre interested, readBridson, Hourihan,
    Nordenstam, Curl noise for procedural fluid
    flow, SIGGRAPH 07

2
Time integration woes
  • For rotational motion, immediately find serious
    flaw with Forward Euler instability
  • Better off using a more accurate, more stable
    Runge-Kutta method
  • For example 3rd order

3
Second order motion
  • Real particles move due to forces
  • Newtons law Fma
  • Need to specify force F (gravity, collisions, )
  • Divide by particle mass to get acceleration a
  • Update velocity v by acceleration
  • Update position x by velocity

4
Basic rendering
  • Draw a dot for each particle
  • But what do you do with several particles per
    pixel?
  • Add models each point emitting (but not
    absorbing) light -- good for sparks, fire,
  • More generally, compute depth order, do
    alpha-compositing (and worry about shadows etc.)
  • Can fit into Reyes very easily
  • Anti-aliasing
  • Blur edges of particle, make sure blurred to
    cover at least a pixel
  • Particle with radius kernel function

5
Motion blur
  • One case where you can actually do exact solution
    instead of sampling
  • Really easy for simple particles
  • Instead of a dot, draw a line(from old position
    to new position - the shutter time)
  • May involve decrease in alpha
  • More accurately, draw a spline curve
  • May need to take into account radius as well

6
More detailed particle rendering
  • Stick a texture (or even a little movie) on each
    particle sprites or billboards
  • E.g. a noise function
  • E.g. a video of real flames
  • Draw a little object for each particle
  • Need to keep track of orientation as well, unless
    spherical
  • Well get into full-fledged rigid bodies later
  • Draw between particles
  • curve (hair), surface (cloth)
  • Implicit surface wrapped around virtual
    particles(e.g. water)
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