Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)
DOI: 10.1109/ca.2001.982395
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Automatic simplification of particle system dynamics

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Cited by 26 publications
(18 citation statements)
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“…For faster rendering, geometry can be simplified and displayed at multiple Levels of Detail (LOD) in order to attain a target frame-rate and perceptual heuristics can be used to make this as imperceptible as possible [Funkhouser and Séquin 1993;Luebke and Hallen 2001]. Similarly, simpler physical models, called Simulation Levels of Detail (SLOD) [Carlson and Hodgins 1997;Chenney and Forsyth 1997;O'Brien et al 2001;Brogan and Hodgins 2002] or simulation proxies [Chenney et al 2001] can be used to reduce simulation times by applying simpler dynamics computations.…”
Section: Unavoidable Distortionsmentioning
confidence: 99%
“…For faster rendering, geometry can be simplified and displayed at multiple Levels of Detail (LOD) in order to attain a target frame-rate and perceptual heuristics can be used to make this as imperceptible as possible [Funkhouser and Séquin 1993;Luebke and Hallen 2001]. Similarly, simpler physical models, called Simulation Levels of Detail (SLOD) [Carlson and Hodgins 1997;Chenney and Forsyth 1997;O'Brien et al 2001;Brogan and Hodgins 2002] or simulation proxies [Chenney et al 2001] can be used to reduce simulation times by applying simpler dynamics computations.…”
Section: Unavoidable Distortionsmentioning
confidence: 99%
“…In addition to diffuse phenomena such as fire, smoke, and explosions, particle systems can also model concrete objects such as dense trees in a forest [12], folded cloth and fabric [13], [14], and simulated fluid motion [15], [16]. Realistic particle movement is often achieved by simulating real-world physics [17].…”
Section: A Particle Systemsmentioning
confidence: 99%
“…There are several ways to optimize particle system rendering including level of detail (LOD) [15], batch rendering [49], and GPU acceleration [50]. NEAT Particles is compatible with all such methods; however they are not explored in this implementation.…”
Section: E Renderingmentioning
confidence: 99%
“…Their approach required the user to manually design the simplified models for each level of detail. Subsequent work has sought to generate approximated models automatically, for example for particle systems [18], plants [19], and hair [20]. Chenney and Forsyth [21] took a different approach, culling out-of-view objects by not solving their equations of motion, and using knowledge of the statistics of the motion to predict their plausible states when they reenter the view.…”
Section: Related Workmentioning
confidence: 99%