DocumentCode
2005013
Title
FPGA particle graphics hardware
Author
Beeckler, John Sachs ; Gross, Warren J.
Author_Institution
Dept. of Electr. & Comput. Eng., McGill Univ., Montreal, Que., Canada
fYear
2005
fDate
18-20 April 2005
Firstpage
85
Lastpage
94
Abstract
Particle graphics simulations are well suited for modeling phenomena such as water, cloth, explosions, fire, smoke, and clouds. They are normal realized in software, as pan of an interactive graphics application, such as a video game. Their use in such applications is limited by the computational burden and resource competition they create for a host application. We present the design of a hardware particle machine, for implementation in an FPGA, intended for accelerating real-time panicle graphics in applications such as video games. The particle machine is a system that completely contains, manages, and executes particle graphics simulations and rendering. The particle machine is a system comprised of particle memory, a controller, and the panicle pipe, a pipelined particle update processor. The panicle pipe has been synthesized to 130 MHz, on an Altera Stratix FPGA, resulting in a potential throughput of 2.1 million PPF (panicles per frame). This throughput is achieved with minimal load on application and main system performance.
Keywords
computer graphics; field programmable gate arrays; pipeline processing; Altera Stratix FPGA; FPGA particle graphics hardware; controller; hardware particle machine; interactive graphics application; panicle pipe; particle graphics simulation; particle memory; pipelined particle update processor; rendering; system performance; video game; Application software; Computational modeling; Explosions; Field programmable gate arrays; Fires; Games; Graphics; Hardware; Throughput; Water resources;
fLanguage
English
Publisher
ieee
Conference_Titel
Field-Programmable Custom Computing Machines, 2005. FCCM 2005. 13th Annual IEEE Symposium on
Print_ISBN
0-7695-2445-1
Type
conf
DOI
10.1109/FCCM.2005.36
Filename
1508529
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