I am trying to make a simple particle system for cloud and smoke simulation using OpenGL and CUDA.
How can I make the particles in the particle system behave as a real cloud or smoke would behave in some low turbulent winds?
Some problems I'm having right now is:
I've already done the rendering of the particles so I'm satisfied in that area.
Particle systems are collections of small images that when viewed together form a more complex “fuzzy” object, such as fire, smoke, weather, or fireworks. These complex effects are controlled by specifying the behavior of individual particles using properties such as initial position, velocity, and lifespan.
The little grasshopper has some fantastic tutorials on particle systems of this nature: Noise Based Particles (smoke), Noise Based Particles II (smoke), Simple Fluid Simulation (smoke), and Deep Opacity Maps (clouds). Most of these are purely OpenGL but the overall techniques could be applied in CUDA / OpenGL interops if you so desired.
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