Using a compute shader for an adaptive particle system

dc.citation.epage18
dc.citation.issue11
dc.citation.journalTitleМатематичне моделювання та комп'ютинг
dc.citation.spage1
dc.citation.volume1
dc.contributor.affiliationPingle Studio
dc.contributor.authorОнуфрієнко, Д. М.
dc.contributor.authorOnufriienko, D. M.
dc.coverage.placenameЛьвів
dc.coverage.placenameLviv
dc.date.accessioned2025-10-20T07:44:05Z
dc.date.created2024-02-24
dc.date.issued2024-02-24
dc.description.abstractУ 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.abstractThe 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.extent1-18
dc.format.pages18
dc.identifier.citationOnufriienko 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.citationenOnufriienko 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.doi10.23939/mmc2024.01.001
dc.identifier.urihttps://ena.lpnu.ua/handle/ntb/113770
dc.language.isoen
dc.publisherВидавництво Львівської політехніки
dc.publisherLviv Politechnic Publishing House
dc.relation.ispartofМатематичне моделювання та комп'ютинг, 11 (1), 2024
dc.relation.ispartofMathematical 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.urihttps://assetstore.unity.com/packages/vfx/particles/spells/living-particles-105817
dc.relation.urihttps://docs.unity3d.com/ScriptReference/ParticleSystem.html
dc.relation.urihttps://www.youtube.com/watch?v=vTMEdHcKgM4&t=792s
dc.relation.urihttps://store.steampowered.com/app/1468720/Ultimate_Epic_Battle_Simulator_2/
dc.relation.urihttps://www.youtube.com/watch?v=xxGqBMI4zjI
dc.rights.holder© Національний університет “Львівська політехніка”, 2024
dc.subjectобчислювальний шейдер
dc.subjectGPU
dc.subjectсистема частинок
dc.subjectрендерінг
dc.subjectUnity
dc.subjectVFX
dc.subjectвідео–гра
dc.subjectcompute shader
dc.subjectGPU
dc.subjectparticle system
dc.subjectrendering
dc.subjectUnity
dc.subjectVFX
dc.subjectvideo game
dc.titleUsing a compute shader for an adaptive particle system
dc.title.alternativeВикористання обчислювального шейдеру для адаптивної системи частинок
dc.typeArticle

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