Using a compute shader for an adaptive particle system
| dc.citation.epage | 18 | |
| dc.citation.issue | 11 | |
| dc.citation.journalTitle | Математичне моделювання та комп'ютинг | |
| dc.citation.spage | 1 | |
| dc.citation.volume | 1 | |
| dc.contributor.affiliation | Pingle Studio | |
| dc.contributor.author | Онуфрієнко, Д. М. | |
| dc.contributor.author | Onufriienko, D. M. | |
| dc.coverage.placename | Львів | |
| dc.coverage.placename | Lviv | |
| dc.date.accessioned | 2025-10-20T07:44:05Z | |
| dc.date.created | 2024-02-24 | |
| dc.date.issued | 2024-02-24 | |
| dc.description.abstract | У статті доведено гіпотезу про високу ефективність використання обчислювального шейдера для системи частинок, здатної відстежувати та адаптуватися до інших об'єктів у просторі ігрового середовища. Наведено порівняльний опис продуктивності адаптивної системи частинок на основі обчислень на центральному та графічному процесорах з додатковими методами оптимізації. | |
| dc.description.abstract | The article proved the hypothesis of high efficiency of using a compute shader for a particle system being capable of tracking and adapting to other objects in a space of the game environment. A comparative description of the performance of the adaptive particle system based on CPU and GPU computing with additional optimization methods was given. | |
| dc.format.extent | 1-18 | |
| dc.format.pages | 18 | |
| dc.identifier.citation | Onufriienko D. M. Using a compute shader for an adaptive particle system / D. M. Onufriienko // Mathematical Modeling and Computing. — Lviv : Lviv Politechnic Publishing House, 2024. — Vol 1. — No 11. — P. 1–18. | |
| dc.identifier.citationen | Onufriienko D. M. Using a compute shader for an adaptive particle system / D. M. Onufriienko // Mathematical Modeling and Computing. — Lviv : Lviv Politechnic Publishing House, 2024. — Vol 1. — No 11. — P. 1–18. | |
| dc.identifier.doi | 10.23939/mmc2024.01.001 | |
| dc.identifier.uri | https://ena.lpnu.ua/handle/ntb/113770 | |
| dc.language.iso | en | |
| dc.publisher | Видавництво Львівської політехніки | |
| dc.publisher | Lviv Politechnic Publishing House | |
| dc.relation.ispartof | Математичне моделювання та комп'ютинг, 11 (1), 2024 | |
| dc.relation.ispartof | Mathematical Modeling and Computing, 11 (1), 2024 | |
| dc.relation.references | [1] Living Particles. https://assetstore.unity.com/packages/vfx/particles/spells/living-particles-105817. | |
| dc.relation.references | [2] Particle system. https://docs.unity3d.com/ScriptReference/ParticleSystem.html. | |
| dc.relation.references | [3] Brodtkorb A. R., Hagen T. R., Shulz C., Hasle G. GPU computing in discrete optimization. Part I: Introduction to the GPU. EURO journal on transportation and logistics. 2 (1–2), 129–157 (2013). | |
| dc.relation.references | [4] Brodtkorb A. R., Hagen T. R., Shulz C., Hasle G. GPU computing in discrete optimization. Part II: Survey focused on routing problems. EURO journal on transportation and logistics. 2 (1–2), 159–186 (2013). | |
| dc.relation.references | [5] Dickinson С. Unity 2017 Game Optimization: Optimize all aspects of Unity performance. Birmingham, Packt Publishing Ltd. (2017). | |
| dc.relation.references | [6] Anderdahl J., Darner A. Particle Systems Using 3D Vector Fields with OpenGL Compute Shaders. Computer Sciences Human Computer Interaction. Faculty of Computing Blekinge Institute of Technology, Karlskrona, Sweden (2014). | |
| dc.relation.references | [7] Zeler W., Rohleder P. Particle effect system for the needs of a modern video game using the GPU. Machine graphics and vision. 25 (1/4), 35–44 (2016). | |
| dc.relation.references | [8] Jeˇzek B., Boreck´y J., Slab´y A. Real time simulation and visualization of particle systems on GPU. AVR 2019: Augmented Reality, Virtual Reality, and Computer Graphics. 105–119 (2019). | |
| dc.relation.references | [9] Stefan P. Particle system rendering: The effect on rendering speed when using geometry shaders. Bachelor thesis in Computer Science, May 2007. Department of Interaction and System Design. (2007). | |
| dc.relation.references | [10] Va H., Choi M.-H., Hong M. Real-time cloth simulation using compute shader in Unity3D for AR/VR contents. Applied Sciences. 11 (17), 8255 (2021). | |
| dc.relation.references | [11] Junker A., Palamas G. Real-time interactive snow simulation using compute shaders in digital environments. ACM international conference proceeding series. 70, 1–4 (2020). | |
| dc.relation.references | [12] Coding Adventure: Terraforming. https://www.youtube.com/watch?v=vTMEdHcKgM4&t=792s. | |
| dc.relation.references | [13] Fu S., Sun S., Wang X., Liuef D. A brief overview of kernel methods with prior information. Procedia Computer Science. 199, 269–275 (2022). | |
| dc.relation.references | [14] Zamata S. M. E., Solis P. Y. M. Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality. ICCIP ’20: Proceedings of the 6th International Conference on Communication and Information Processing. 79–88(2020). | |
| dc.relation.references | [15] Halabi O., Khattak G. Generating haptic texture using solid noise. Displays. 69, 102048 (2021). | |
| dc.relation.references | [16] Polyakov V. Light performance comparison between forward, deferred and tile-based forward rendering. Blekinge, Blekinge Institute of Technology (2020). | |
| dc.relation.references | [17] Ultimate Epic Battle Simulator 2. https://store.steampowered.com/app/1468720/Ultimate_Epic_Battle_Simulator_2/. | |
| dc.relation.references | [18] Optimized Ultimate Particle System. https://www.youtube.com/watch?v=xxGqBMI4zjI. | |
| dc.relation.referencesen | [1] Living Particles. https://assetstore.unity.com/packages/vfx/particles/spells/living-particles-105817. | |
| dc.relation.referencesen | [2] Particle system. https://docs.unity3d.com/ScriptReference/ParticleSystem.html. | |
| dc.relation.referencesen | [3] Brodtkorb A. R., Hagen T. R., Shulz C., Hasle G. GPU computing in discrete optimization. Part I: Introduction to the GPU. EURO journal on transportation and logistics. 2 (1–2), 129–157 (2013). | |
| dc.relation.referencesen | [4] Brodtkorb A. R., Hagen T. R., Shulz C., Hasle G. GPU computing in discrete optimization. Part II: Survey focused on routing problems. EURO journal on transportation and logistics. 2 (1–2), 159–186 (2013). | |
| dc.relation.referencesen | [5] Dickinson S. Unity 2017 Game Optimization: Optimize all aspects of Unity performance. Birmingham, Packt Publishing Ltd. (2017). | |
| dc.relation.referencesen | [6] Anderdahl J., Darner A. Particle Systems Using 3D Vector Fields with OpenGL Compute Shaders. Computer Sciences Human Computer Interaction. Faculty of Computing Blekinge Institute of Technology, Karlskrona, Sweden (2014). | |
| dc.relation.referencesen | [7] Zeler W., Rohleder P. Particle effect system for the needs of a modern video game using the GPU. Machine graphics and vision. 25 (1/4), 35–44 (2016). | |
| dc.relation.referencesen | [8] Jeˇzek B., Boreck´y J., Slab´y A. Real time simulation and visualization of particle systems on GPU. AVR 2019: Augmented Reality, Virtual Reality, and Computer Graphics. 105–119 (2019). | |
| dc.relation.referencesen | [9] Stefan P. Particle system rendering: The effect on rendering speed when using geometry shaders. Bachelor thesis in Computer Science, May 2007. Department of Interaction and System Design. (2007). | |
| dc.relation.referencesen | [10] Va H., Choi M.-H., Hong M. Real-time cloth simulation using compute shader in Unity3D for AR/VR contents. Applied Sciences. 11 (17), 8255 (2021). | |
| dc.relation.referencesen | [11] Junker A., Palamas G. Real-time interactive snow simulation using compute shaders in digital environments. ACM international conference proceeding series. 70, 1–4 (2020). | |
| dc.relation.referencesen | [12] Coding Adventure: Terraforming. https://www.youtube.com/watch?v=vTMEdHcKgM4&t=792s. | |
| dc.relation.referencesen | [13] Fu S., Sun S., Wang X., Liuef D. A brief overview of kernel methods with prior information. Procedia Computer Science. 199, 269–275 (2022). | |
| dc.relation.referencesen | [14] Zamata S. M. E., Solis P. Y. M. Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality. ICCIP ’20: Proceedings of the 6th International Conference on Communication and Information Processing. 79–88(2020). | |
| dc.relation.referencesen | [15] Halabi O., Khattak G. Generating haptic texture using solid noise. Displays. 69, 102048 (2021). | |
| dc.relation.referencesen | [16] Polyakov V. Light performance comparison between forward, deferred and tile-based forward rendering. Blekinge, Blekinge Institute of Technology (2020). | |
| dc.relation.referencesen | [17] Ultimate Epic Battle Simulator 2. https://store.steampowered.com/app/1468720/Ultimate_Epic_Battle_Simulator_2/. | |
| dc.relation.referencesen | [18] Optimized Ultimate Particle System. https://www.youtube.com/watch?v=xxGqBMI4zjI. | |
| dc.relation.uri | https://assetstore.unity.com/packages/vfx/particles/spells/living-particles-105817 | |
| dc.relation.uri | https://docs.unity3d.com/ScriptReference/ParticleSystem.html | |
| dc.relation.uri | https://www.youtube.com/watch?v=vTMEdHcKgM4&t=792s | |
| dc.relation.uri | https://store.steampowered.com/app/1468720/Ultimate_Epic_Battle_Simulator_2/ | |
| dc.relation.uri | https://www.youtube.com/watch?v=xxGqBMI4zjI | |
| dc.rights.holder | © Національний університет “Львівська політехніка”, 2024 | |
| dc.subject | обчислювальний шейдер | |
| dc.subject | GPU | |
| dc.subject | система частинок | |
| dc.subject | рендерінг | |
| dc.subject | Unity | |
| dc.subject | VFX | |
| dc.subject | відео–гра | |
| dc.subject | compute shader | |
| dc.subject | GPU | |
| dc.subject | particle system | |
| dc.subject | rendering | |
| dc.subject | Unity | |
| dc.subject | VFX | |
| dc.subject | video game | |
| dc.title | Using a compute shader for an adaptive particle system | |
| dc.title.alternative | Використання обчислювального шейдеру для адаптивної системи частинок | |
| dc.type | Article |
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