Particle Systems—a Technique for Modeling a Class of Fuzzy Objects

  title={Particle Systems—a Technique for Modeling a Class of Fuzzy Objects},
  author={William T. Reeves},
  journal={ACM Trans. Graph.},
  • W. Reeves
  • Published 1983
  • Physics, Computer Science
  • ACM Trans. Graph.
This paper introduces particle systems--a method for modeling fuzzy objects such as fire, clouds, and water. Particle systems model an object as a cloud of primitive particles that define its volume. Over a period of time, particles are generated into the system, move and change form within the system, and die from the system. The resulting model is able to represent motion, changes of form, and dynamics that are not possible with classical surface-based representations. The particles can… Expand
Flou de mouvement réaliste en temps réel
High-quality motion blur is an increasingly important effect in interactive graphics. With the continuous increase in asset quality and scene fidelity comes a similar desire for more detailed andExpand
Real-Time Particle Simulation and Motion Capture Interaction
This thesis presents the design and development of a program that allows artists to explore and create visual effects from the interaction between a particle system and motion captured data. AExpand
Art Directed Fluid Flow With Secondary Water Effects
This thesis describes methods for applying secondary water effects as spray, foam, splashes and mist to a fluid simulation system. For an art direction control over the base fluid flow a Fluid ImplExpand
Modeling and Manipulation of Amorphous Objects
A light-tight, elongated, hollow tapered wall base to which a slide housing is movably connected. The slide housing includes a light source which produces a light beam which passes through a filterExpand
Plants, fractals, and formal languages
An interesting class of procedural models of plants and trees is presented here which handles plant growth, sports an efficient data representation, and has a high “database amplification” factor. Expand
Three-dimensional simulation and auto-stereoscopic 3D display of the battlefield environment based on the particle system algorithm
The army's combat training is very important now, and the simulation of the real battlefield environment is of great significance. Two-dimensional information has been unable to meet the demand atExpand
Realistic Simulation for Rainy Scene
This method dissects the principle of atomization phenomenon, and fuses the raindrops’ depth texture and scene background to simulate a hazy atomization, which can simulate the rain dynamic realistically and efficiently, which is of a high practical value. Expand
Clustering-based real-time lighting simulation for self-luminous particle system
A clustering-based method of simulating self-luminous particle system in real-time based on clustering that shows that this approach can be useful for self- luminous particles system simulation. Expand
Particle Systems
The modeling of fuzzy phenomena like clouds, water or smoke can be really difficult for many reasons. First of all these elements does not have a regular shape. They have instead irregular, complexExpand
A virtual Music fountain simulation based on particle system
This report presents a real-time simulation of a music fountain which is simulated in three dimensions by a particle animation system. In this system, gravity and wind are factors that affect theExpand


Dynamics--the geometry of behavior
Dynamics: The Geometry of Behavior (Studies in Nonlinearity) We have too many of bifurcations and its applications in chaotic behavior by presenting. It is devoted to give students a couple! When youExpand
LUCASFILM. Return of the Jedi (film)
  • LUCASFILM. Return of the Jedi (film)
  • 1983
Modeling motion blur in computer-generated images
The camera model developed for simulating motion blur is described in terms of a generalized image-formation equation, which allows us to characterize the motion of objects by a set of system-transfer functions derived from the path and velocity of objects in the scene and the exposure time of a camera. Expand
Received February
  • Received February
  • 1983
Reprinted From acm Transactions On Graphics
  • Reprinted From acm Transactions On Graphics
  • 1983
Temporal anti-aliasing in computer generated animation
The desirability of incorporating temporal anti-aliasing, or motion blur, into computer generated animation is discussed and two algorithms for achieving this effect are described. The firstExpand
Computer rendering of stochastic models
A new algorithm is introduced that computes a realistic, visually satisfactory approximation to fractional Brownian motion in faster time than with exact calculations, and allows complex motion to be created inexpensively. Expand
Generation and display of geometric fractals in 3-D
  • V. Norton
  • Computer Science, Mathematics
  • 1982
A new class of displayable geometric objects, with great diversity of form and texture, is introduced by a boundary-tracking algorithm particularly adapted for array-processor implementation. Expand
Genesis Demo Documentary (film)
  • Lucasfilm Ltd. Received February 1983; revised April
  • 1982
Genesis Demo Documentary {film)
  • Genesis Demo Documentary {film)
  • 1982