![]() ![]() Particles are rendered to an off-screen render target whose size is a fraction of the main frame buffer's size. So a low-resolution frame buffer can suffice.Ĭonversely, our technique is less well suited to particles with high image frequencies, such as flying rock debris. They can be represented with a small number of samples, without loss of visual quality. Put more technically, images of smoke and fog have only low frequencies, without sharp edges. Such effects tend to fill the screen and even a single-particle polygon can easily consume an entire screen's worth of overdraw.įortunately, many of the effects modeled with particles are nebulous and soft. For first-person and third-person games, weapon and explosion effects are usually directed at the player character. Worse, the camera view is often centered on the most interesting, intense effects. It can be trivial to add lots of particles, leading to a conflict with performance constraints. Many game engines have highly configurable particle systems. Several layers of particles are often used to provide visual depth complexity. A single, translucent polygon is not a good model for a volumetric effect. Particles are often used to model volumetric phenomena, such as clouds of fog or dust. Such effects can require many polygons, maybe hundreds or thousands. Particle systems may model systems with complex animated behavior-for example, a mushroom cloud or an explosion. ![]() There are several common scenarios and associated hazards. Particle systems often consume large amounts of overdraw and fill rate, leading to performance issues. This can produce huge savings in overdraw, at the expense of some image processing overhead. Our solution renders expensive particles to an off-screen render target whose size is a fraction of the frame-buffer size. ![]() However, if these effects fill the screen, overdraw can be almost unbounded and frame rate problems are common, even in technically accomplished triple-A titles. Large particle systems are common for smoke, fire, explosions, dust, and fog. Particle effects are ubiquitous in games. You can also subscribe to our Developer News Feed to get notifications of new material on the site.Ĭhapter 23. The CD content, including demos and content, is available on the web and for download. GPU Gems 3 GPU Gems 3 is now available for free online! ![]()
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