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Computer graphics (CG) is important to the games we play, the movies we watch, the design of our vehicles, and more. CG uses traditional polygon-based techniques to model and render classical geometry (cones, spheres, cubes, etc.). In contrast, the geometry of natural phenomena—such as fire and flowing water—needs a different modeling, rendering, and animation technique: particle systems.
After introducing you to the particle system concept and presenting particle systems in a historical context, this Java Fun and Games installment takes you on a tour of Java-based software that I created to build and play with particle systems. The article then reveals a demo applet that uses this software to simulate explosion rings, fireworks explosions, and vapor trails.
A particle system is a CG technique that combines modeling, rendering, and animation to simulate fuzzy phenomena (also known as fuzzy objects); examples are various kinds of explosions, flowing water, clouds, fire, meteor trails, snow, sparks, fog, and falling leaves. These phenomena are called fuzzy because, due to the absence of straight edges, they appear blurred when rendered: they are composed of particles.
Particle systems manipulate collections of particles. Each particle has various attributes that affect the particle's behavior, along with where and how (as a point composed of one or more pixels, a line, an image, and so on) the particle is rendered. Common attributes include position, velocity (speed and direction), color, lifetime, age, shape, size, and transparency. Most of these attributes vary their values during the particle's existence:
Particle systems have been in use for several decades. Perhaps their earliest use dates back to 1961-1962. According to "Welcome to PONG-Story," in 1961, three MIT students created a video game called Spacewar for the PDP-1 minicomputer (released by Digital Equipment Corporation in November 1960). This game featured a particle system to simulate explosions.
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