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Reinforcing Particle System Effects Using Object-Oriented Approach and Real-Time Fluid Dynamics for Next-Generation 3D Gaming

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Proceedings of Fifth International Conference on Soft Computing for Problem Solving

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 436))

Abstract

The focus of this paper is to use fluid dynamics and object-oriented approach in particle subsystems for interactive real-time visualization in 3D gaming. By exploiting all the areas of fluid dynamics and exercising it in the particle subsystem of gaming engine, we create an environment where we can map an artificial object to a real-world entity to such an extent that it can add realism to the virtual gaming environment. To do so, particle integration and particle rendering play an important part. Also, graphics accelerators and graphics processor units add a mammoth advantage calculating the particle coordinates followed by rendering. The current graphic processor though fast, fails to give the exact trajectory of particles when collision, sliding, outburst, explosion or stabbing by one character to another character occurs. They lack in tracing the exact path followed by the particles when certain forces are applied on a heavenly body or on liquidus body. The particle that emerges is random and has no correlation to reality as they follow random path. All these must be considered to enhance the user interaction in 3D gaming to enrich the real-time virtual environment gaming experience. Many particle subsystems tools are available that can create extraordinary particle effects in gaming, but they all lack in giving directions to the particle. Thus in this paper, we create a particle subsystem that is not only stable but also follows the law of physics so that each particle in the gaming environment can be advanced with random time steps. The principal motivation behind the paper is to examine the flow of particles when they are embedded with the laws of fluid dynamics and to calculate the rendering complexity which makes it impossible to implement it on the large scale on conventional graphic processing unit without using quantum technology.

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Acknowledgments

The author thanks Rashmi Dubey and Sugandha Aggarwal, Faculty of Computer Science and Engineering in Amity University of Science and Technology, for her ideas about particle systems that were insightful and helpful.

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Correspondence to Rajesh Prasad Singh .

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Singh, R.P., Rashmi Dubey, Sugandha Agarwal (2016). Reinforcing Particle System Effects Using Object-Oriented Approach and Real-Time Fluid Dynamics for Next-Generation 3D Gaming. In: Pant, M., Deep, K., Bansal, J., Nagar, A., Das, K. (eds) Proceedings of Fifth International Conference on Soft Computing for Problem Solving. Advances in Intelligent Systems and Computing, vol 436. Springer, Singapore. https://doi.org/10.1007/978-981-10-0448-3_6

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  • DOI: https://doi.org/10.1007/978-981-10-0448-3_6

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-0447-6

  • Online ISBN: 978-981-10-0448-3

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