Particle effect system for the needs of a modern video game using the GPU
					
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                            Keywords                         
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											GPU, 											particles, 											FX, 											compute, 											shader, 											real time, 											graphics									
			
			 
                                              
                         
                                                        
					
					
				      
                       
   
                           
                                       
                Abstract
                       
							A new system of creation and management of particle effects created for the needs of the future productions of Techland Co. Ltd. is presented. By a proper organisation of memory buffers it provides for maximum data density in the memory. This makes it possible to simplify the calculations and to use a smaller number of threads and less memory readings.
						
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							How to Cite
						
						Zeler, W., & Rohleder, P. (2016). Particle effect system for the needs of a modern video game using the GPU. Machine Graphics & Vision, 25(1/4), 35–44. https://doi.org/10.22630/MGV.2016.25.1.4
	References
						V. Cohen, B. Hillman, K. Suarez, and S. Venugopal. Bitonic sort. http://www.cs.rutgers.edu/~venugopa/parallel_summer2012/bitonic_overview.html [Online; accessed Dec 2016].
Microsoft Corporation. ID3D11DeviceContext::DrawInstancedIndirect method. https://msdn.microsoft.com/en-us/library/windows/desktop/ff476413(v=vs.85).aspx [Online; accessed Dec 2016].
Microsoft Corporation. Shader Model 5. https://msdn.microsoft.com/en-us/library/windows/desktop/ff471356(v=vs.85).aspx [Online; accessed Dec 2016].
Jason Stewart (jstewart-amd). AMD GPU Particles Sample. https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11 [Online; accessed Dec 2016].
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