PARTICLE SYSTEM PROJECT WRITE-UP REPORT Harvard Case Solution & Analysis

PARTICLE SYSTEM PROJECT WRITE-UP REPORT Case Solution

Introduction

Particle Systems are a significant element of 3D games. Any sparks flying, smoke swirling, fireworks exploding, snow falling then it’s most likely done with a particle system.
A particle system comprises of a huge population of particles, possibly consist of hundred and millions. The particle system has capability of innovating and removing the particles in order to update the attribute over a period of time. As far as the commercial games in concerned then it use a far fewer depending on the effect.
The way of modeling a fuzzy object such as cloud, smoke etc. in a particle system is known as the usage of particle system. It has not smooth, well-explained ground surfaces and non-rigid objects for instance, they are vibrant and fluid. Particle system leads through three ways i.e. from “normal” presentation for images.

Stochastic procedural modeling is another name of particle systems and has some advantages which are described as:

1. Complex system can be invent and innovate with effort of human.
2. The stage of details can be effortlessly attuned. For instance, the object of particle system when it is the distance, it would be a model of low detail that means low particles and when it can become close to the camera than it can be modeled in high detail that means it contains many particles.

Model of Particle System

It is a collection of many minute particles that emphasize on objects. Every frame of an animations series these step are to be implemented.
1. Generating the new particles.
2. Every particle is dedicated to its own set of features.
3. Particles that have existed for a specific period of time are smashed.
4. The residual particles are distorted and stimulated according to their dynamic features.
5. An image of residual particles is render.

Objective of the Program

The 3D Particle systems is a program that can be use in games or animations to create a particle effect such as something exploded or flower petals dropping or the effect of a firework. These effects make the games or animations look much interesting, therefore commonly used in games. These effects can be created using different methods but all methods do not produce an efficient effect therefore it is important to produce an algorithm that produces an efficient effect to the viewer.

Particle Generation

To generate particles through stochastic methods, there are two ways in order to give useful explanation. In the first method, the designers manage the mean of particles that are generated per frame and the variance. The number of particle that will be generating at the frame F is:
PartsF = Mean Parts F + Rand X Variance Parts F with -1.0 <= Rand () <= 1.0

A second method generates a definite number of particles per screen area. So Mean Parts and Variance Partspass on to a number per unit screen area:

PartsF = (MeanParts SAF + Rand X VariancePartsSAF) X ScreenArea

Particle Dynamics

A particle's place in each successive frame can be computed by deliberate its velocity. This can be customized by an acceleration force for more multifaceted movement, for instance, gravity simulation.
A particle's color can be customized by a rate of color change constraint, its cloudiness by a rate of opacity change parameter, its size by a rate of size change parameter. These rates of change can be worldwide, for instance. The same for all particles, or they can be stochastic for each and every particle.......................

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