Since the 1983 "Star Trek II - The Wrath of Khan" movie - Particle Systems have formed an animation standard in computer graphics. Nowadays most of computer generated animations and simulations make use of particle mechanics. In this workshop we’ll give you a detailed overview of the different use cases of a modern particle system and its internal structure. We will discover the behaviors of various irregular types of natural phenomena, such as fire, smoke, waterfalls or fog.
In the second part of the workshop we will design a highly modularized particle system from scratch. We will give you a detailed overview of the different stages of a particle system like emitters, forces and collision detection and how all this will fit into DirectX11´s Shader Pipeline.
Beyond that we’ll be glad to realise your ideas.
Audi Urban Electronics, Peking 2014, Design: Eno Henze / Code: Ingolf Heinsch