- Animate! The easy part of PBA is
thinking of interesting things to animate: draping cloth, splashing
water,
particle-based flowers blowing in the breeze, massive
explosions, kooky characters, abstract virtual worlds, or the
largest bowl of Jello ever. Be
creative. (If you are interested in a particular phenomena
but don't know where to start or the background, just ask.)
- Appearance modeling: How you draw
your particles will greatly effect what you can achieve [Reeves
1983]. Consider (dynamic) particle appearance models for improved
results, or build a surface mesh.
- Go 3D! There is nothing
inherently 2D about this project. Go 3D by replacing your
Point2d/Vector2d with Point3d/Vector3d, making minor changes to your
OpenGL drawing code, etc. Note
you
may
wish
to
do
this
first... before implementing the whole assignment.
- Design and animate procedurally: It
can be tedious to manually create/draw and interact with your examples
when they are complex. Generating particles/springs/forces/etc
procedurally, i.e., via functions or scripts, will allow you to create
complex examples easily, e.g., recall Karl
Sim's
"Particle
Dreams" animation, or Reeves models of plants
(e.g., modeling
grass
with
particles).
- Build better tools: You may need
special tools to create your artifact. That's a fun part of animation,
too!
- Run long jobs offline to simulate
detailed examples and get the most out of your solver. It's amazing
what you can do with just another million particles. Of course, you'll
want to get it working on smaller examples first.
- Create a compelling high-resolution still: An
image
can
be
worth
a
thousand
words, or a billion particles. See if you
can use your simulator to create a single captivating image that says
it all.
- Render frames using a 3rd-party renderer:
Export 3D geometry (e.g., particle positions) and make a nicely
rendered animation with a 3rd-party renderer, such as Yafaray or Blender.
- For
implicit
blobby surfaces of particle-based fluids and goop, try using POV-Ray since it can render
isosurfaces for unions of blobs directly---without you having to
first extract triangle isosurface meshes. Steven An made a simple
water-like example for you here: (pov, png).
Submit your
creative artifact.
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