CN1753031A - Particle system based on GPU - Google Patents

Particle system based on GPU Download PDF

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Publication number
CN1753031A
CN1753031A CNA200510086834XA CN200510086834A CN1753031A CN 1753031 A CN1753031 A CN 1753031A CN A200510086834X A CNA200510086834X A CN A200510086834XA CN 200510086834 A CN200510086834 A CN 200510086834A CN 1753031 A CN1753031 A CN 1753031A
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particle
gpu
texture
information
new
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CNA200510086834XA
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CN100354894C (en
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郝爱民
许楠
万丽莉
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Beihang University
Beijing University of Aeronautics and Astronautics
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Beihang University
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Abstract

The invention is a GPU-based particle system, firstly allocating a block of memory area in the CPU of a system memory , where the memory area is divided into ''idle indexes'', ''new particle stack'', and ''active particle stack'', then reading an idle index from the ''idle indexes'', storing the idle index together with new produced particle index and particle attributes in the two stacks so as to produce new particle; then reading new particle information from the ''new particle stack'' to store in a display memory, where the speed and position information of the particle is stored in the first-group grains, then updating the particle attributes; reading the particle information from a group of grains of the GPU of the display memory, calculating the next-time position and speed information of the particle according to motion equation and storing them into the second group of grains of the GPU, updating the particle information; writing back the updated particle attributes from the grains of the display memory to a vertex array of the CPU of the system memory; drawing the particle. The invention improves calculating ability and operating efficiency and at the same time, largely improves the real-time performance of the system.

Description

ParticIe system based on GPU
Technical field
The present invention relates to a kind of particIe system, particularly a kind of particIe system based on GPU.
Background technology
ParticIe system is to be considered to simulate the very effective a kind of figure generating algorithm of irregular fuzzy objective up to now, and it adopts a kind of unified pattern to generate allly to have erose spontaneous phenomenon cloudlike, cigarette, fire, water etc.In particIe system, scene is defined as being made up of thousands of particles irregular, stochastic distribution, and each particle all has certain life cycle, and they constantly change shape, constantly motion, have embodied the character of irregularly shaped object fully.
But particIe system is not a simple static system, and As time goes on, existing particle not only constantly changes attribute, constantly motion in the system, and the adding of new particle is constantly arranged, and the particle of haveing been friends in the past disappears.Simultaneously, have good randomness for making the represented scene of particIe system, each parameter relevant with particle all will be subjected to the control of a stochastic process.The above-mentioned sculpting method of particIe system makes that simulating dynamic natural landscape (as the drift of the flowing of water, cloud etc.) with it becomes possibility.The at present existing computing that is used for the particIe system of emulation drafting indefinite form thing is all carried out at CPU, the scene that each frame generates all be by CPU according to the particle property of storing in the particle movement Equation for Calculating internal memory, the particle position information that calculates is passed to Graphics Processing Unit GPU (Graphic ProcessingUnit) is plotted in the display screen.
ParticIe system is the motion of analogue simulation indefinite form object very easily, therefore in present three-dimensional artificial scene, have very widely and use, but present most particIe system all is based on CPU's, the movement locus of each particle all will calculate in real time by CPU, and then by data bus data are transferred to the viewing hardware from Installed System Memory and draw, CPU is more weak for the ability of matrix computations so on the one hand, on the other hand, to very consuming time with data from the process that CPU is transferred to Graphics Processing Unit GPU, and this just greatly reduces the real-time performance of particIe system.
Summary of the invention
Technology of the present invention is dealt with problems: overcome the deficiencies in the prior art, a kind of particIe system based on GPU is provided, it can improve computing power and operational efficiency, and the real-time performance of system is improved greatly.
Technical solution of the present invention: based on the particIe system of GPU, its characteristics are:
(1) at first, distribute a storage area in Installed System Memory CPU, this storage area is divided into three parts, and wherein first's " idle index " is used for the index of all particles that storage system can hold; Second portion " new particle storehouse " is used for preserving the particle index and the particle property of the new particle of current generation; Third part " movable particle storehouse " is used for preserving the particle of total total how many survivals in the current system;
(2) from " idle index ", read an idle index and together be kept in " new particle storehouse " and " movable particle storehouse ", generate new particle with new particle index and the particle property that produces;
(3) read new particle information from " new particle storehouse " and be saved in the display memory, wherein particle's velocity information and positional information are kept in first group of texture, then the attribute of new particle more;
(4) from one group of texture of above-mentioned display memory, read particle information, according to the equation of motion calculate particle next constantly position and velocity information and be saved in second group of texture of display memory, upgrade particle information then, comprise particle's velocity and position texture, if particle reaches life cycle, in first group of texture of display memory, change particle position information into infinite distant place, in Installed System Memory, particle is deleted from " movable particle storehouse ";
(5) particle property after will upgrading writes back to the summit array of Installed System Memory from the texture of display memory;
(6) draw particle.
Described two groups of textures based on display memory adopt the picture element caching Pbuffer in the display memory to realize that Pbuffer is divided into 5, and wherein two groups of textures take 4, and another piece is used to preserve other attributes that do not change with the particle movement equation of particle.
Store method in the described step (3) is exactly the drafting context that the drafting context of the Pbuffer of correspondence is changed into current system, draws operation then.
Principle of the present invention is: particle position in the particIe system and speed are kept in the floating-point texture, with of input and the output of these textures as graphic hardware GPU, the physical simulation of all particles and render process all realize in GPU by the Cg code, so just avoided the frequent communication of CPU and GPU, the multi-channel parallel calculated performance of utilizing GPU on the other hand then more the raising in a step real-time of system.
The present invention's advantage compared with prior art is:
(1) data communication that the present invention is directed to CPU and GPU is the problem of the bottleneck of real-time emulation system, adopt a plurality of textures to preserve particle property, be stored in the value of attribute on the relevant position of texture as colouring information, comprise particle rapidity texture, position texture, other attribute textures etc., thereby the data volume of having communicated by letter between CPU and the GPU when having significantly reduced emulation makes system performance obtain the lifting of very big amplitude.
(2) the present invention is directed to texture can not adopt two caching mechanisms to store particle's velocity and position attribution simultaneously as the problem of data input with the output carrier, realizes read-write operation to texture by cache exchanging when drawing next frame.In order further to solve data communication problem, in GPU, finish the data updating process that calculates particle's velocity and position attribution, effectively utilized the multi-channel parallel computing power of GPU to improve operational efficiency.
(3) the invention provides the support that multiple indefinite form thing is simulated, the user only needs to provide corresponding attribute and motion simulation equation according to its physical attribute and motor pattern, set the particle property of particIe system, and the equation of motion is added in the framed structure that system provides, promptly can realize emulation a certain specific indefinite form thing.
(4) the present invention is directed to the generation and the using method of attribute texture, adopt picture element caching PBuffer to realize the operation of texture.The picture element caching support application program produces complicated programmable graphics in display memory, these images can be taken as texture and equally operate, even can be written back in the Installed System Memory.The storage and the replacement problem of particle property data have been solved like this.
Description of drawings
Fig. 1 is a realization principle schematic of the present invention;
Fig. 2 is the memory allocation mode synoptic diagram of Installed System Memory of the present invention;
Fig. 3 is particle property storage mode figure of the present invention.
Embodiment
As shown in Figure 1, when system of the present invention begins, at first carry out initialization, initialized content mainly comprises two aspects, aspect is the initialization to current computer system and OpenGL spread function, purpose is to check whether current computer configuration and video card driver support essential OpenGL function, comprising initialization and the OpenGL spread function of stating necessity in native system to OpenGL, the spread function of OpenGL must pass through wglGetExtensionsStringARB () function and the initialization of wglGetProcAddress () function, wherein first function is used for check system and whether supports this OpenGL expansion, and second function is used to obtain function pointer; Second aspect of system initialization is to use the OpenGL spread function initialization picture element caching Pbuffer of first's statement.
Because the present invention uses the various attributes of texture storage particIe system, so be the emphasis of native system to the design and use of system's texture.Native system uses picture element caching Pbuffer to serve as the attribute that texture is stored particle, and Pbuffer is the part in the display memory, should carry out initialization and generate Pbuffer.The process of initialization Pbuffer is: at first, in display memory, divide several zones and be used for being used as Pbuffer, divide at least 5 in the native system, wherein two are used to preserve the particle's velocity attribute, two are used for preserving the particle position attribute, last piece is used to preserve other attributes (life span of particle etc.) that do not change with the particle movement equation of particle, each Pbuffer of initialization then, the process of each Pbuffer of initialization is that first drafting context with system is assigned on the corresponding Pbuffer, because Pbuffer is the part in display memory, so just can being used as frame buffer, uses Pbuffe, that is to say and by drawing process data to be plotted on the Pbuffer, also can read the pixel data among the Pbuffer by the method that reads the frame buffer data, after will drawing context and being assigned to a Pbuffer and going up, all drawings later on are exactly to the operation of this Pbuffer, so the present invention can be with particle's velocity, position and other attribute informations are saved among the corresponding Pbuffer.In the middle of this step of initialization, also do not have actual particle property information, but can allow it have fixing data structure by this step with the normalization of the Pbuffer in the display memory, preserve in order to data later.
Behind the initialization Pbuffer, the present invention also need distribute a memory headroom in Installed System Memory, as shown in Figure 2, this piece memory headroom is divided into FreeIndices again, three parts of newParticles and activeParticles, wherein FreeIndices is " an idle index ", be used for the index of all particles that storage system can hold, newParticles " new particle storehouse " is used for preserving the particle index and the particle property of the new particle of current generation, when drawing each frame, all to upgrade this part, the particle that present frame will produce is delivered in the texture of display memory, the information updating of the particle that next frame will be produced is in " new particle storehouse " again, activeParticles " movable particle storehouse ", be used for preserving the particle of total total how many survivals in the current system, the life cycle of each survival particle is calculated by system after each frame is completed, for the particle that surpasses life span, in Installed System Memory, particle is deleted from " movable particle storehouse ", and the index of this particle is added in " idle index ".
Then, particle property is transferred in the texture the display memory back from Installed System Memory and just uses GPU in computing with drawn fully, particle information is stored in the texture, when drawing, earlier all particles in the texture information are calculated the track of particle movement according to the equation of motion of particle, and calculate particle according to the particle movement track and the information of calculating is saved in another group texture in next position and speed constantly, and then whether next is constantly deleted to calculate particle according to the time-to-live of particle, if particle reach life cycle, in texture, change particle position information into infinite distant place so, can know like this and just can't see the particle information of having deleted on the screen that synchronization is deleted this particle from activeParticles " movable particle storehouse " in Installed System Memory.
The next stage generates new particle exactly, and the generation of new particle is the incidence of Several Parameters-particIe system set during according to system initialization, and promptly what new particles each frame produces, and the working time of system, how long draws promptly that a frame determined.The process that generates new particle is among first inspection " the idle particle index " FreeIndices whether clear position to be arranged, " idle particle index " FreeIndices calculates the information that can preserve what particles in the texture according to the texture size to determine, a kind of information that locations of pixels is preserved a particle in the general texture, such as the texture that is used for preserving particle position information, one of them pixel is just preserved a particle position information, R in the pixel, G, the B component is preserved the X of particle position respectively, Y, the Z value, so can draw what particles altogether in the particIe system, be that the size of FreeIndices " idle particle index " also is according to the decision of texture size according to the decision of the size of assigns textures.In FreeIndices " idle particle index ", idle index is arranged, just its index value is taken out, together be kept among newParticles " new particle storehouse " and the activeParticles " movable particle storehouse ", with new generation particle position, speed and the several attributes of life cycle so that afterwards its property value was kept in the texture pixel.
At this moment the attribute of new particle all has been kept at the newParticles in the Installed System Memory " new particle storehouse " and has suffered, next step just need be saved in it in the texture in display memory from newParticles " new particle storehouse ", just among the Pbuffer in the display memory, the present invention has five Pbuffer, so, particle position, speed and other attributes need be saved in respectively in the real internal memory among corresponding 5 Pbuffer.Store method is exactly the drafting context that the drafting context of the Pbuffer of correspondence is changed into current system, draw operation then, like this, all operations are exactly to be plotted among the Pbuffer, also just data being saved in corresponding Pbuffer has suffered, after preservation was finished, " the new particle storehouse " that empty in the internal memory generated new particle use in order to next frame.
Particle property information has been saved among the Pbuffer, but current have only the attribute information of new particle to obtain renewal, if and system has moved a period of time now, the information of other particles does not also obtain upgrading, like this, after just need being saved on the corresponding Pbuffer at attribute information with new particle, also will be to all particle property information updatings on the present Pbuffer, just aforesaid renewal particle property, concrete grammar is the life cycle of at first judging particle, if particle has arrived life cycle, so in Installed System Memory with its deletion, at this moment be kept at the life cycle of particle in " movable particle storehouse ", judge the end that whether arrives life cycle of particle according to system time, if overtime is then deleted particle from " movable particle storehouse ", and the index of particle turned back among the FreeParticles " idle particle index ", use for new particle.Will upgrade its particle property to remaining particle after deleting expired particle, update method is to upgrade the particle's velocity attribute earlier, that Pbuffer that preserves the particle rapidity attribute is set to current drafting context to drawing context, just can write new particle rapidity value among the corresponding Pbuffer when drawing operation like this.The former speed attribute texture of particle and original position texture are used as data source read among the GPU, the method for reading in is exactly the texture operation method of Cg, and like this, property value that can the parallel computation particle in GPU improves computing velocity greatly.With after calculating all parameters that particle rapidity changes and reading in GPU, system is just according to the speed of each particle next frame of algorithm computation of the calculating particle rapidity in the Cg program, then new speed is kept to bind and draws among the contextual Pbuffer, then, system update particle position attribute, at this moment the drafting context of preserving the Pbuffer of particle position attribute is set to current drafting context, because upgraded the particle's velocity attribute now, at this moment the new speed attribute information of particle and original position attribute information being used as data source reads among the GPU, particle position when calculating next frame according to S=VT then is plotted in the particle position texture of having bound.In this step, the texture of preserving particle life cycle is read in GPU, calculate the life cycle of particle, if particle has surpassed life cycle, so particle position is moved on to the infinite distant place of screen, just invisible when drawing like this.
After having upgraded the attribute of particle, exchange two textures preserving particle position and two textures preserving the particle rapidity attribute respectively.Most important in numerous attributes of particle is exactly particle position and speed, at first introduce the storage mode of particle position, as shown in Figure 3, each pixel all is made up of R, G, four components of B, A in the texture, like this, just particle's velocity component x, y, z can be kept at respectively in R, G, the B component of texture, each particle position information takies a pixel, if with the texture of 256 * 256 sizes, then can store 65536 particle position information.Like this, a 2 d texture seen make an one-dimension array that texture coordinate just can be read and write the attribute of each particle very easily as the index of particle array.Because this texture will be taken as input data and the export target of GPU simultaneously during drawing, and same texture can not be simultaneously as input and output, so need defining two identical textures simultaneously, to form one group of texture right, promptly two buffer memorys are used for preserving particle position information, one of texture centering is used to read information and calculates for the Cg code, another preserves result of calculation, when the calculating of next frame, changes two textures; In like manner, particle's velocity also is stored in one group of such texture centering.
In the not high relatively particIe system of complexity, particle removes that other attributes (comprising the life cycle, initial position, size, color, opacity of particle etc.) of Position And Velocity attribute only just can learn or change not again according to very simple calculating after the particle initialization, like this, can preserve these attributes with a single texture.
Just can draw particle after having upgraded particle property, method for drafting is earlier current drafting context to be returned to original drafting context, and like this, the image of drafting just has been plotted in the frame buffer.Particle position information in the particle position attribute texture is saved in the summit array in the Installed System Memory, uses the method for drafting of OpenGL then, just particle can be plotted on the screen according to its positional information.Whole drawing process is very simple, and is the same substantially with general graphic plotting flow process.

Claims (4)

1,, it is characterized in that comprising the following steps: based on the particIe system of GPU
(1) at first, distribute a storage area in Installed System Memory, this storage area is divided into three parts, and wherein first's " idle index " is used for the index of all particles that storage system can hold; Second portion " new particle storehouse " is used for preserving the particle index and the particle property of the new particle of current generation; Third part " movable particle storehouse " is used for preserving the particle of total total how many survivals in the current system;
(2) from " idle index ", read an idle index and be kept in " new particle storehouse " and " movable particle storehouse ", generate new particle with new particle index and the particle property unification that produces;
(3) read new particle information from " new particle storehouse " and be saved in the display memory, wherein particle's velocity information and positional information are kept in first group of texture, then the attribute of new particle more;
(4) from one group of texture of above-mentioned display memory GPU, read particle information, according to the equation of motion calculate particle next constantly position and velocity information and be saved in second group of texture of GPU, upgrade particle information then, comprise particle's velocity and position texture, if particle reaches life cycle, in first group of texture of GPU, change particle position information into infinite distant place, in Installed System Memory, particle is deleted from " movable particle storehouse ";
(5) particle property after will upgrading writes back to the summit array of Installed System Memory CPU from the texture of display memory;
(6) draw particle.
2, the particIe system based on GPU according to claim 1 is characterized in that: two groups of textures in the described display memory adopt the picture element caching Pbuffer in the display memory to realize.
3, the particIe system based on GPU according to claim 1, it is characterized in that: the picture element caching Pbuffer in the described display memory is divided into 5, described two groups of textures take 4, and another piece is used to preserve other attributes that do not change with the particle movement equation of particle.
4, the particIe system based on GPU according to claim 1 is characterized in that: the store method in the described step (3) is exactly the drafting context that the drafting context of the Pbuffer of correspondence is changed into current system, draws operation then.
CNB200510086834XA 2005-11-10 2005-11-10 Particle system based on GPU Expired - Fee Related CN100354894C (en)

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CN112215932A (en) * 2020-10-23 2021-01-12 网易(杭州)网络有限公司 Particle animation processing method, device, storage medium and computer equipment
CN112215932B (en) * 2020-10-23 2024-04-30 网易(杭州)网络有限公司 Particle animation processing method and device, storage medium and computer equipment

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