Computer Science – Performance
Scientific paper
Sep 2003
adsabs.harvard.edu/cgi-bin/nph-data_query?bibcode=2003spie.5092..307s&link_type=abstract
Technologies for Synthetic Environments: Hardware-in-the-Loop Testing VIII. Edited by Murrer, Robert Lee, Jr. Proceedings of
Computer Science
Performance
Scientific paper
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.
Sills Timothy G.
Williams Owen M.
No associations
LandOfFree
Dynamic sprite-based real-time particle graphics does not yet have a rating. At this time, there are no reviews or comments for this scientific paper.
If you have personal experience with Dynamic sprite-based real-time particle graphics, we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Dynamic sprite-based real-time particle graphics will most certainly appreciate the feedback.
Profile ID: LFWR-SCP-O-1089948