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A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or ...
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. It is of use in the domains of computer graphics, video games and film .
The idea is having specialized processors offload time-consuming tasks from a computer's CPU, much like how a GPU performs graphics operations in the main CPU's place. The term was coined by Ageia to describe its PhysX chip. Several other technologies in the CPU-GPU spectrum have some features in common with it, although Ageia's product was the ...
Such unified physics solvers are a staple of the offline computer graphics world, where tools such as Autodesk Maya's nCloth, and Softimage's Lagoa are widely used. The goal for FleX is to use the power of GPUs to bring the capabilities of these offline applications to real-time computer graphics.
A Blender screenshot displaying the 3D test model Suzanne. Computer graphics deals with generating images and art with the aid of computers.Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications.
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.
Examples of graphics engines include: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern game- or graphics-engines generally provide a scene graph—an object-oriented representation of the 3D game-world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.