Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
PROGRAPE-1: A Programmable Special-Purpose Computer for Many-Body Simulations
FCCM '98 Proceedings of the IEEE Symposium on FPGAs for Custom Computing Machines
Customizing Graphics Applications: Techniques and Programming Interface
FCCM '00 Proceedings of the 2000 IEEE Symposium on Field-Programmable Custom Computing Machines
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Particle Rendering Engine in DSP and FPGA
ECBS '04 Proceedings of the 11th IEEE International Conference and Workshop on Engineering of Computer-Based Systems
Reconfigurable Molecular Dynamics Simulator
FCCM '04 Proceedings of the 12th Annual IEEE Symposium on Field-Programmable Custom Computing Machines
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hardware-based simulation and collision detection for large particle systems
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fundamentals of Computer Graphics, Second Ed.
Fundamentals of Computer Graphics, Second Ed.
FPGA Particle Graphics Hardware
FCCM '05 Proceedings of the 13th Annual IEEE Symposium on Field-Programmable Custom Computing Machines
A Particle System for Interactive Visualization of 3D Flows
IEEE Transactions on Visualization and Computer Graphics
Computing in Science and Engineering
State-of-the-art in heterogeneous computing
Scientific Programming
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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 article presents the design and implementation of a hardware particle graphics engine for accelerating real-time particle graphics simulations. We explore the design process, implementation issues, and limitations of using field-programmable gate arrays (FPGAs) for the acceleration of particle graphics. The FPGA particle engine processes million-particle systems at a rate from 47 to 112 million particles per second, which represents one to two orders of magnitude speedup over a 2.8 GHz CPU. Using three FPGAs, a maximum sustained performance of 112 million particles per second was achieved.