Book contents
- Data Structures and Algorithms in Java
- Reviews
- Data Structures and Algorithms in Java
- Copyright page
- Dedication
- Contents
- Preface
- Algorithms+Data Structures = Programs
- 1 Java Fundamentals
- 2 Object-Oriented Programming
- 3 Project: Mindstorms
- 4 Arrays
- 5 Searching and An Introduction to Algorithm Analysis
- 6 Lists
- 7 Project: Particle Effects
- 8 Recursion
- 9 Project: Generative Art and Fractals
- 10 Sorting
- 11 Stacks
- 12 Project: Logic Puzzles
- 13 Queues and Buffers
- 14 Hashing
- 15 Hash Tables
- 16 Project: Ye Olde Shakespearean Search Engine
- 17 Binary Trees
- 18 Self-Balancing Search Trees
- 19 Heaps and Priority Queues
- 20 Graph Algorithms
- 21 Project: Graph-Based Recommendation Engine
- 22 Project: Twisty Little Passages
- References
- Index
7 - Project: Particle Effects
Published online by Cambridge University Press: 19 December 2024
- Data Structures and Algorithms in Java
- Reviews
- Data Structures and Algorithms in Java
- Copyright page
- Dedication
- Contents
- Preface
- Algorithms+Data Structures = Programs
- 1 Java Fundamentals
- 2 Object-Oriented Programming
- 3 Project: Mindstorms
- 4 Arrays
- 5 Searching and An Introduction to Algorithm Analysis
- 6 Lists
- 7 Project: Particle Effects
- 8 Recursion
- 9 Project: Generative Art and Fractals
- 10 Sorting
- 11 Stacks
- 12 Project: Logic Puzzles
- 13 Queues and Buffers
- 14 Hashing
- 15 Hash Tables
- 16 Project: Ye Olde Shakespearean Search Engine
- 17 Binary Trees
- 18 Self-Balancing Search Trees
- 19 Heaps and Priority Queues
- 20 Graph Algorithms
- 21 Project: Graph-Based Recommendation Engine
- 22 Project: Twisty Little Passages
- References
- Index
Summary
Computer animators have always sought to push boundaries and create impressive, realistic visual effects, but some processes are too demanding to model exactly. Effects like fire, smoke, and water have complex fluid dynamics and amorphous boundaries that are hard to recreate with standard physical calculations. Instead, animators might turn to another approach to create these effects: particle systems. Bill Reeves, a graphics researcher and animator, began experimenting with particle-based effects in the early 1980s while making movies at Lucasfilm. For a scene in Star Trek II: The Wrath of Khan (1982), he needed to create an image of explosive fire spreading across the entire surface of a planet. Reeves used thousands of independent particles, each one representing a tiny piece of fire (Reeves, 1983). The fire particles were created semi-randomly, with attributes for their 3D positions, velocities, and colors. Reeves’ model governed how particles appeared, moved, and interacted to create a realistic effect that could be rendered on an early 1980s computer. Reeves would go on to work on other Lucasfilm productions, including Return of the Jedi (1983), before joining Pixar, where his credits include Toy Story (1995) and Finding Nemo (2003).
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- Data Structures and Algorithms in JavaA Project-Based Approach, pp. 216 - 239Publisher: Cambridge University PressPrint publication year: 2024