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Particle system
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{{short description|Technique in game physics, motion graphics and computer graphics}} {{about|3D computer graphics|the computer game developer|Particle Systems}} {{inline|date=January 2018}} [[File:particle sys fire.jpg|thumb|A particle system used to simulate a fire, created in [[3dengfx]]]] [[File:particle sys galaxy.jpg|thumb|''Ad hoc'' particle system used to simulate a galaxy, created in 3dengfx]] [[File:Pi-explosion.jpg|thumb|A particle system used to simulate a bomb explosion, created in [[particleIllusion]]]] A '''particle system''' is a technique in [[game physics]], [[motion graphics]], and [[3D computer graphics|computer graphics]] that uses many minute [[sprite (computer graphics)|sprite]]s, [[3D model]]s, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques β usually highly [[Chaos theory|chaotic]] systems, natural phenomena, or processes caused by chemical reactions. Introduced in the 1982 film ''[[Star Trek II: The Wrath of Khan]]'' for the fictional "Genesis effect",<ref name="reeves">{{cite journal | last1=Reeves | first1=William | date=1983 | title=Particle Systems—A Technique for Modeling a Class of Fuzzy Objects | url=https://cal.cs.umbc.edu/Courses/CS6967-F08/Papers/Reeves-1983-PSA.pdf | journal=[[ACM Transactions on Graphics]] | volume=2 | issue=2 | pages=91β108 | doi=10.1145/357318.357320 | access-date=2018-06-13 | citeseerx=10.1.1.517.4835 | s2cid=181508 }}</ref> other examples include replicating the phenomena of [[fire]], [[explosion]]s, [[smoke]], moving water (such as a waterfall), [[Electric spark|spark]]s, falling leaves, rock falls, [[cloud]]s, [[fog]], [[snow]], [[dust]], [[meteor]] tails, stars and galaxies, or abstract visual effects like glowing trails, [[magic spell]]s, etc. β these use particles that fade out quickly and are then re-emitted from the effect's source. Another technique can be used for things that contain many [[:wikt:strand|strand]]s β such as fur, hair, and grass β involving rendering an entire particle's lifetime at once, which can then be drawn and manipulated as a single strand of the material in question. Particle systems are defined as a group of points in space, guided by a collection of rules defining behavior and appearance. Particle systems model phenomena as a cloud of particles, using [[stochastic processes]] to simplify the definition of [[dynamical system]] and [[fluid mechanics]] with that are difficult to represent with [[affine transformations]].<ref>{{cite journal | vauthors = Hastings EJ, Guha RK, Stanley KO | date = 2008-12-09 | title = Interactive evolution of particle systems for computer graphics and animation | journal = IEEE Transactions on Evolutionary Computation | volume = 13 | issue = 2 | pages = 418β32 | doi = 10.1109/TEVC.2008.2004261 | pmc = | pmid = | citeseerx = 10.1.1.365.5720 | s2cid = 11390585 }}</ref>
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