摘要
在粒子系统和纹理映射理论的基础上,通过对粒子系统的具体控制和修改,利用 OpenGL强大的纹理和融合功能,实现了特效的实时生成。经过实践检验,这种方法能实现对 特效的随意控制,对某些有特殊要求的效果能手工实现,有较大的灵活性,对Vega等环境中 粒子系统的多样性是一个补充。
Based on the previous particle system and texture mapping theory, Th e paper proposes a method which trealizes the real-time building of special effe ct, through controlling and modifying the particle system concretely,and using t he strong function of texture and amalgamation of OpenGL, Fact proves that the m ethod can realize the control of special effect optionally and can realize some special effect with special need manually. It has enough flexibility and is a su pply to the variety of the special effect in Vega environment.
出处
《计算机工程》
CAS
CSCD
北大核心
2004年第1期174-176,共3页
Computer Engineering