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Particle Systems according to Reeves · COSC 455. 2 Particle Systems • An object is represented...

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1 Particle Systems according to Reeves William T. Reeves, Particle Systems - A Technique for Modeling a Class of Fuzzy Objects”, Computer Graphics 17:3 pp. 359-376, 1983 (SIGGRAPH 83). COSC 455
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Page 1: Particle Systems according to Reeves · COSC 455. 2 Particle Systems • An object is represented as a cloud of particles that ... Results - Wrath of Kahn • Particle systems generated

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Particle Systems according to Reeves

• William T. Reeves, Particle Systems - A Techniquefor Modeling a Class of Fuzzy Objects”, ComputerGraphics 17:3 pp. 359-376, 1983 (SIGGRAPH 83).

COSC 455

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Particle Systems

• An object is represented as a cloud of particles thatdefines its volume.

• They are not static, the particle system evolves.

• Non-deterministic.

COSC 455

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Properties of Particle Systems

• Particles are simple (computationally efficient)

• Procedural

• LOD is easy.

• Good at complex objects.

• Good at amorphous objects.

• Good at complex behaviour.

COSC 455

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What is a Particle System

• Made up of many particles.

• Controls the behaviour (change) of particles over ti-me.∀ frames

1. Generate new particles with initial attributes.2. Kill off particles destined to die (lifespan, etc.)3. Modify particle attributes: postion, color, etc.4. Render remaining particles.

COSC 455

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Particle Generation• Generated stochastically.

• Generated in one of two methods.

? Designer designating mean and variance per fra-me.

NPartsf = MeanPartsf+Rand()×V arPartsf

Rand() ∈ [−1, 1]? Designer designating mean and variance per

pixels2 (LOD)

NPartsf = (MeanPartsSAF+Rand()×V arPartsSAF)×ScreenArea

COSC 455

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Modifying system over time

• MeanPartsf = InitialMeanParts+DeltaMeanParts× (f − f0)

• Variance constant.

COSC 455

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Particle Attributes

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Particle Attributes

• position

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Particle Attributes

• position

• velocity (speed and direction)

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Particle Attributes

• position

• velocity (speed and direction)

• size

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Particle Attributes

• position

• velocity (speed and direction)

• size

• color

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Particle Attributes

• position

• velocity (speed and direction)

• size

• color

• transparency

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Particle Attributes

• position

• velocity (speed and direction)

• size

• color

• transparency

• shape

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Particle Attributes

• position

• velocity (speed and direction)

• size

• color

• transparency

• shape

• lifetime

COSC 455

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Particle System Attributes

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Particle System Attributes

• Position

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Particle System Attributes

• Position

• Orientation (two angles)

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Particle System Attributes

• Position

• Orientation (two angles)

• Shape: Sphere, circle in plane, rectangle in plane.

COSC 455

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Initial Attributes• Speed = MeanSpeed + Rand()× V arSpeed

For spheres particles move away from origin, forplanes away from plane with variation (orientationangles).

• Colorrgb = MeanColor + Rand()× V arColor

• Opacityrgb = MeanOpacity + Rand()× V arOpacity

• Size = MeanSize + Rand()× V arSize

• Particle shapes: spherical, rectangular, or streakedspherical (motion blur).

COSC 455

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Particle Dynamics

• Over time a particle evolves (position, size, color,transparency)

• Velocity can be modified with a gravity force.

• Parameters for rate of change for color, size, opacitycan be global or stochastic.

COSC 455

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Particle Extinction

• Life expectancy.

• Becomes invisible.

• Moves too far away.

COSC 455

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Particle Rendering• What assumptions to improve rendering?

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Particle Rendering• What assumptions to improve rendering?

? Particles don’t intersect other objects.? Particles can be rendered as light sources.

• How do these assumptions help?

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Particle Rendering• What assumptions to improve rendering?

? Particles don’t intersect other objects.? Particles can be rendered as light sources.

• How do these assumptions help?

? Don’t need to sort particles.? Render objs, particles separately then composite.? No shadows to deal with.

• How do these assumptions fail?

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Particle Rendering• What assumptions to improve rendering?

? Particles don’t intersect other objects.? Particles can be rendered as light sources.

• How do these assumptions help?

? Don’t need to sort particles.? Render objs, particles separately then composite.? No shadows to deal with.

• How do these assumptions fail?

? Only works well for fire and explosions.? For clouds, smoke, water less effective.

COSC 455

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Hierarchy

• Particles can themselves be particle systems.

• This can allow for separate global and local controlmechanisms.

• What would be an example where this would be use-ful?

COSC 455

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Results - Wrath of Kahn

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Results - Wrath of Kahn

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Results - Wrath of Kahn

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Results - Wrath of Kahn

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Results - Wrath of Kahn

• Particle systems generatedin concentric rings.

• # systems based on ring cir-cumference and density pa-rameter.

• # new fire particles based ondistance from impact crater.

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Results - Wrath of Kahn

VIDEO - genesisp.mpg

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Results - Fireworks

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Results - Fireworks

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Results - Clumps of Grass

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Results - Clumps of Grass

• A grass clump is a particlesystem.

• A particle is a blade of grass.

• Draw parabolic streak overentire lifetime.

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Modifications

• How could we improve Reeves version of particles?

• How could we extend it?

• What could we use it for?

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Karl Sims - Particle Dreams (1989)VIDEO - particle75 1 89.mov

• Each particle has own virtual processor.

• Allows for complex physical phenomena.

• 3D face of particles decomposes and is recomposedvia predetermined physical laws.

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Karl Sims - Evolved Creatures

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Reynolds Flocking

• Particles are now boids (Why boids?)

• Boids have orientation and geometry.

• Boids have more complex behavior

• Boids tend to interact more.

• Boids care about internal and external state.

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Reynolds Flocking

• Boids are actors which have builtin behavior

• They are not animated, but directed.

• Class of behavioral animation.

• Allows for creation of more complex interaction.

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Geometric Flight

• Motion tangent to a 3D curve.

• Dynamic, incremental, rigid geometrical transforma-tion.

• Object is not rigid, free within its coordinate system.

• Motion path not known in advance.

• Herds are restricted in 3rd dimension.

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Geometric Flight

• A boid has a current forward direction.

• Incremental translation in this direction for motion.

• Steering (rotation about local X & Y) can also occur.

• Steering realigns the local Z-axis giving new forward.

• Local scale in terms of body length

• How often do we translate forward?

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Geometric Flight

• Viscous damping.

• Maximum velocity.

• Minimum velocity (zero).

• Maximum acceleration.

• Gravity implemented procedurally, accelerate down,decelerate up, stall.

• Buoyancy - counteracts gravity

• Lift in direction of local up.

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Banking• Roll to align local Y with lo-

cal XY component of acce-leration.

• Why?

• Keep coffee in cup. Most ef-ficient.

• Orientation is simpler.

• Looks more natural (butcan/may change this)

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Banking

• Roll to align local Y with the acceleration.

• Why? - Keep coffee in cup. Most efficient. Orientationis simpler.

• Looks more natural (but can/may change this)

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The Flock

• Doesn’t ever get full

• Join for survival reasons.

• Better searching for food.

• Protection from predators.

• Protection from the environment.

• Drafting.

• Bird’s thinking is independent of the flock.

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Boids Awareness

• Itself.

• Nearest few neighbors.

• Rest of flock.

Page 49: Particle Systems according to Reeves · COSC 455. 2 Particle Systems • An object is represented as a cloud of particles that ... Results - Wrath of Kahn • Particle systems generated

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Simulated Flocks

• Start with boids that model geometric flight.

• Add rules to avoid collisions and give the urge to joinflock.

1. Collision avoidance - don’t run into other boids2. Velocity Matching - match with neighbors.3. Flock Centering - Attempt to stay close to neigh-

bors.

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Prioritizing Behaviors.

• Weighted sums works okay, but fails at times.

• Instead accumulate acceleration in priority order untilmax acceleration met.

• Boid behavior is deterministic.

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Localized Perception

• Boids must have localized (limited) perception.

• This is not only realistic, but required.

• Reynolds uses a spherical neighborhood. Using anellipse facing forward and based on velocity may bebetter.

• Neighbor attraction/repulsion is 1d2

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Controlling the Flock.

• Add a migratory urge: a global direction or location.

• The urge can be changed dynamically.

• How the boids get the updated value is procedural,can be instantaneous or based on boid location.

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Environmental Obstacles• Force-field

? Easy to implement.? Obstacle given repulsive force vector field.? If the boid heads directly towards obstacle the re-

pulsive force may only slow and not turn the boid.? Too strong up close and too weak far away.

• Steer-to-avoid

? If an obstacle in front, find closest silhouette edgeand head that way.

? Better results.

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Results - Boid Video

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How Could Boids be Improved?

• Animate the individual boids. Are there issues here?

• More complex perception (vision model, other sen-sors).

• Make non-deterministic behavior model.

• Give boids emotion (hunger, fear, tired).

• What language was Reynolds software written in?

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Example Implementation?

• http://www.red3d.com/cwr/boids/applet/

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Results - Lion King

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Pigeon Park

Reynolds, C. W. (2000) “Interaction with Groups ofAutonomous Characters”, in the proceedings of GameDevelopers Conference 2000, CMP Game MediaGroup, San Francisco, CA, pp 449-460.

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Pigeon Park

• Methodology for constructing large groups of auto-nomous characters that respond to user, each otherand environment in real-time.

• Steering controllers of simple mental model whichmediates between conflicting goals.

• Use library of animated motions; choreographed bycontrollers.

• Video

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Constrained Flocking

M Anderson, E McDaniel and S Chenney, ConstrainedAnimation of Flocks”. Eurographics/ SIGGRAPHSymposium on Computer Animation 2003.

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Constrained Flocking

Jia-chi Wu, Zoran Popovic, “Realistic Modeling of BirdFlight Animations”, SIGGRAPH 2003.


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