This page does not represent the most current semester of this course; it is present merely as an archive.
Broadly speaking, visual effects in 3D graphics can be categorized based on what is being manipulated.
This page discusses some topics related to particle effects.
Suppose we have a set of particles we wish to draw. Three primary methods for doing so are available to us.
We can create a mesh and draw one instance of it centered at each particle’s location. The easy way to do this is looks like:
That, however, involves multiple calls between CPU and GPU per particle. For very large numbers of particles it is more efficient (but more difficult to program) to do this instead:
gl.drawElementsInstanced
to draw the mesh many
timesgl_InstanceID
to look up
particle data from the 1D samplerWe can put the particle locations in an array buffer and use
gl.drawArrays(gl.POINTS, ...)
to draw them, then set
gl_PointSize
in the vertex shader and color them in the
fragment shader using gl_PointCoord
to shade them.
Somewhat annoyingly, gl_PointSize
is given in pixels
while all other coordinates in the vertex shader are given in some type
of normalized coordinate system. If we wish to achieve a particular
world-space size, we need to set gl_PointSize
as the
product of four values:
Viewport size in pixels in either x or y.
You’ll have to pass this in as a uniform float
; you can get
it as gl.canvas.width
or
gl.canvas.height
.
Projection matrix scaling in the same axis. Assuming you are
using a standard perspective
projection matrix, this is either proj[0][0]
for x or proj[1][1]
for y, where proj
is your projection
matrix.
The inverse of the w
value for this point. That is
1/gl_Position.w
.
The desired world-space diameter of the particle.
Inside your fragment shader you’ll have access to
gl_PointCoord
, a vec2
that is
vec2(0,0)
at the top-left corder of the point,
vec(0.5, 0.5)
in the center of the point, and
vec(1,1)
at the bottom-right corner of the point. To make
it just a circle, you can do
if (length(gl_PointCoord* - vec2(0.5,0.5) > 0.25) discard;
The discard
keyword tells GLSL not to use the fragment
at all, and is handled in such a way that putting it in an
if
like this does not slow down the GPU the way
if
s usually do.
Because division by w is a linear (not spherical) projection, spheres near the edge of the screen will render as non-circular. The correct ellipse can be found with additional work; see e.g. https://iquilezles.org/articles/sphereproj/ and https://jcgt.org/published/0002/02/05/paper.pdf
It particles are used to represent the volume of a material, the surface of that material can be found by treating the particles as metaballs and polygonalizing the boundary using marching cubes. The details of those algorithms are beyond the scope of this page.
Particles can provide crude approximations of fire and smoke. The key components are as follows:
When rendering fire and smoke with particles, it is common to treat the particles as billboards. A billboard is an image rendered with 3D location directly facing the camera. Points are a convenient way to render billboards, though some GPUs will refuse to render very large billboards so a more portal solution is to position, orient, and render textured quads instead.
For smoke and fire, it is typically best to have the image (texture map) resemble roughly symmetric burst of fire or puff of smoke and render it as being quite transparent.
To make fire appear to glow, three considerations are useful.
Use additive blending.
gl.blendFunc
allows many ways of combining colors; additive blending uses
gl.ONE
as the dfactor
so that brightness can
only increase. The most common sfactor
is
gl.SRC_ALPHA
, with an alpha
close to zero to
ensure each particle only adds a little light.
Read but don’t write the depth buffer.
We want fire to be able to be occluded by other things, but we don’t want other things to be occluded by it. The easiest way to achieve this is to first render all the non-fire, then diable depth buffer writing but keep depth-buffer checking and render the fire particles.
Depth is controlled by three parameters.
gl.enable(gl.DEPTH_TEST)
turns using the depth buffer
ongl.depthFunc
controls how the depth buffer is checkedgl.depthMask
controls how the depth buffer is writtenAdd light
A point light source near the center of the flame and with a similar color to it will help the fire look like it is illuminating the scene. Adjusting the intensity of the light can help add a flame-like flicker effect.
Smoke should partially occlude sight of what is behind it. If the smoke is purely black, that can be accomplished by using subtractive blending (the counterpart of additive blending mentioned for glowing), but for more reflective smoke that is not sufficient. Instead, we’ll need the following two parts.
Because over-operator blending is order-dependent, sort the particles by distance from the viewer before rendering. Sorting needs to be done on the CPU, not GPU.
Because the primitives of a single draw call may all be rendered in
parallel, it common to render particles one at a time with a separate
invocation of gl.drawElements
or gl.drawArrays
for each particle.
It is also possible to sort the particle values in a
gl.DYNAMIC_DRAW
array buffer and render them all at once.
This approach is defined to work (per the spec, one primitive must be
drawn completely before any subsequent one can affect the
framebuffer
) though anecdotally some older graphics cards may not
correctly implement this feature.
Smoke should should also partially shadow both itself and the scene behind it, a topic that is beyond the scope of this page.
Particle effects result in the position and velocity of each particle at each frame. Those can be used as input to and system that can build on top of that.
A common example is to use some kind of flocking/herding/crowd algorithm like boids on a set of particles, then use the output to position models of creatures with the addition of some kind of movement animation like flapping wings or walking feet.