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A particle system is a technique in game physics, motion graphics, and computer graphics that uses a large number of very small sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Examples of such phenomena which are commonly replicated using particle systems include fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, rock falls, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc. - 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 strands - such as fur, hair, and grass - 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 may be two-dimensional or three-dimensional. == Typical implementation == Typically a particle system's position and motion in 3D space are controlled by what is referred to as an emitter. The emitter acts as the source of the particles, and its location in 3D space determines where they are generated and where they move to. A regular 3D mesh object, such as a cube or a plane, can be used as an emitter. The emitter has attached to it a set of particle behavior parameters. These parameters can include the spawning rate (how many particles are generated per unit of time), the particles' initial velocity vector (the direction they are emitted upon creation), particle lifetime (the length of time each individual particle exists before disappearing), particle color, and many more. It is common for all or most of these parameters to be "fuzzy" — instead of a precise numeric value, the artist specifies a central value and the degree of randomness allowable on either side of the center (i.e. the average particle's lifetime might be 50 frames ±20%). When using a mesh object as an emitter, the initial velocity vector is often set to be normal to the individual face(s) of the object, making the particles appear to "spray" directly from each face. A typical particle system's update loop (which is performed for each frame of animation) can be separated into two distinct stages, the parameter update/simulation stage and the rendering stage. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Particle system」の詳細全文を読む スポンサード リンク
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