Alternative Title

GPU-Based Visual Effects System

Streaming Media

Subject Area

Computer Science

Abstract

The objective of my thesis is to create a robust and efficient VFX system that can be used to edit and add particle effects to games. This system utilizes a compute shading pipeline to simulate millions of particles in real time. The behavior of particles is widely customizable through many different properties which can be manipulated changed over the lifetime of particles and introduce procedural randomness. There are many ways to customize the motion of the particles with various forces and collision. Additionally, particles can be rendered as billboarded quads, full meshes or partial meshes with different settings to further customize appearance. The behavior of particles is entirely driven by the particle emitter they are spawned from. A collection of one or more of these particle emitters make up particle effects, which is what the end user will control. All particles are simulated entirely on the GPU allowing for all particles to be updated in parallel with minimal data copied from the CPU to GPU.

Degree Date

Spring 5-2025

Document Type

Thesis

Degree Name

M.I.T.

Department

Programming

Advisor

Matthew Butler

Acknowledgements

Special Thanks to Squirrel Eiserloh

Number of Pages

21

Format

.pdf

Creative Commons License

Creative Commons Attribution-Noncommercial 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

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