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Particle system
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=== Rendering stage === After the update is complete, each particle is rendered, usually in the form of a [[texture mapped|textured]] [[sprite (computer graphics)|billboarded]] [[Quadrilateral|quad]] (i.e. a quadrilateral that is always facing the viewer). However, this is sometimes not necessary for games; a particle may be rendered as a single pixel in small resolution/limited processing power environments. Conversely, in motion graphics particles tend to be full but small-scale and easy-to-render 3D models, to ensure fidelity even at high resolution. Particles can be rendered as [[Metaballs]] in off-line rendering; [[isosurface]]s computed from particle-metaballs make quite convincing liquids. Finally, 3D mesh objects can "stand in" for the particles β a snowstorm might consist of a single 3D snowflake mesh being duplicated and rotated to match the positions of thousands or millions of particles.<ref>{{cite book | vauthors = Sims K | title = Proceedings of the 17th annual conference on Computer graphics and interactive techniques | chapter = Particle animation and rendering using data parallel computation | date = 1990-09-01 | chapter-url = https://www.karlsims.com/papers/ParticlesSiggraph90.pdf | volume = | pages = 405β413 | doi = 10.1145/97879.97923 | pmc = | pmid = | isbn = 0897913442 | s2cid = 2791741 | access-date = 2022-01-17 }}</ref>
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