Association for Computing Machinery
Particle graphics simulations are well suited for modeling complex phenomena such as water, cloth, explosions, fire, smoke, and clouds. They are normally realized in software as part of an interactive graphics application. The computational complexity of particle graphics simulations restricts the number of particles that can be updated in software at interactive frame rates. This paper presents the design and implementation of a hardware particle graphics engine for accelerating real-time particle graphics simulations. The authors explore the design process, implementation issues, and limitations of using Field-Programmable Gate Arrays (FPGAs) for the acceleration of particle graphics.