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Proceedings Paper

Dynamic sprite-based real-time particle graphics
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Paper Abstract

A challenging aspect of real-time infrared scene generation for the hardware-in-the-loop (HWIL) testing of infrared-guided weapon systems is the rendering of particle systems to present gaseous and particulate volumes. In this paper a simplified technique is described for generating real-time particle effects with high spatial and temporal fidelity by using many less primitives than traditional means. The technique is suitable for representing plumes and countermeasures and enables the simulation of several key capabilities including internal flow, turbulence, persistence and structure, all capable of being varied dynamically as a function of power setting at source. The principles of operation, software implementation and general performance are discussed.

Paper Details

Date Published: 12 September 2003
PDF: 14 pages
Proc. SPIE 5092, Technologies for Synthetic Environments: Hardware-in-the-Loop Testing VIII, (12 September 2003); doi: 10.1117/12.484858
Show Author Affiliations
Timothy G. Sills, Defence Science and Technology Organisation (Australia)
Owen M. Williams, Defence Science and Technology Organisation (Australia)


Published in SPIE Proceedings Vol. 5092:
Technologies for Synthetic Environments: Hardware-in-the-Loop Testing VIII
Robert Lee Murrer Jr., Editor(s)

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