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10.7. Particle Systems 455
Figure 10.10. Billboard examples. The heads-up display (HUD) graphics and star-like
projectiles are screen-aligned billboards. The large teardrop explosions in the right image
are a viewpoint-oriented billboards. The curved beams are axial billboards made of a
number of quadrilaterals. To create a continuous beam, these quadrilaterals are joined
at their corners, and so are no longer rectangular. (Images courtesy of Maxim Garber,
Mark Harris, Vincent Scheib, Stephan Sherman, and Andrew Zaferakis, from “BHX:
Beamrunner Hypercross.”)
niques. Kharlamov et al. [648] discuss algorithms used in the commercial
SpeedTree package.
Just as screen-aligned billboards are good for representing symmetric
spherical objects, axial billboards are useful for representing objects with
cylindrical symmetry. For example, laser beam effects can be rendered
with axial billboards, since their appearance looks the same from any an-
gle around the axis. See Figure 10.10 for an example of this and other
billboards. Another example is shown in Figure 3.7 on page 42, using the
geometry shader to generate the billboards on the fly.
10.7 Particle Systems
A particle system [1052] is a set of separate small objects that are set into
motion using some algorithm. Applications include simulating fire, smoke,
explosions, water flows, trees, whirling galaxies, and other phenomena.
Particle systems are not a form of rendering, but rather a method of ani-
mation. The idea is that there are controls for creating, moving, changing,
and deleting particles during their lifetimes.
There has been much written on the subject of generating and con-
trolling particle systems [849, 1295, 1331]. What is most relevant here is
the way the particles are represented. Representations even simpler than
billboards are common—namely, points and lines. Each particle can be a
single point rendered on the screen. Particles can also be represented by
billboards. As mentioned in Section 10.6.2, if the particle is round, then