Paper
12 September 2003 Dynamic sprite-based real-time particle graphics
Author Affiliations +
Abstract
A challenging aspect of real-time infrared scene generation for the hardware-in-the-loop (HWIL) testing of infrared-guided weapon systems is the rendering of particle systems to present gaseous and particulate volumes. In this paper a simplified technique is described for generating real-time particle effects with high spatial and temporal fidelity by using many less primitives than traditional means. The technique is suitable for representing plumes and countermeasures and enables the simulation of several key capabilities including internal flow, turbulence, persistence and structure, all capable of being varied dynamically as a function of power setting at source. The principles of operation, software implementation and general performance are discussed.
© (2003) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Timothy G. Sills and Owen M. Williams "Dynamic sprite-based real-time particle graphics", Proc. SPIE 5092, Technologies for Synthetic Environments: Hardware-in-the-Loop Testing VIII, (12 September 2003); https://doi.org/10.1117/12.484858
Advertisement
Advertisement
RIGHTS & PERMISSIONS
Get copyright permission  Get copyright permission on Copyright Marketplace
KEYWORDS
Particles

Visualization

Particle systems

Atmospheric particles

Infrared radiation

Turbulence

Volume rendering

RELATED CONTENT

A point-based hybrid cloud modeling technique
Proceedings of SPIE (September 16 2005)
Simulation of plume dynamics using particle graphics
Proceedings of SPIE (July 12 2000)
Fire training in a virtual-reality environment
Proceedings of SPIE (March 22 2005)

Back to Top