{"id":5240,"date":"2011-08-21T22:14:26","date_gmt":"2011-08-21T19:14:26","guid":{"rendered":"http:\/\/hgpu.org\/?p=5240"},"modified":"2011-08-21T22:14:26","modified_gmt":"2011-08-21T19:14:26","slug":"a-declarative-api-for-particle-systems","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=5240","title":{"rendered":"A declarative API for particle systems"},"content":{"rendered":"<p>Recent trends in computer-graphics APIs and hardware have made it practical to use high-level functional languages for real-time graphics applications. Thus we have the opportunity to develop new approaches to computer graphics that take advantage of the high-level features of functional languages. This paper describes one such project that uses the techniques of functional programming to define and implement a combinator library for particle systems. Particle systems are a popular technique for rendering fuzzy phenomena, such as fire, smoke, and explosions. Using our combinators, a programmer can provide a declarative specification of how a particle system behaves. This specification includes rules for how particles are created, how they evolve, and how they are rendered. Our library translates these declarative specifications into a low-level intermediate language that can be compiled to run on the GPU or interpreted by the CPU.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Recent trends in computer-graphics APIs and hardware have made it practical to use high-level functional languages for real-time graphics applications. Thus we have the opportunity to develop new approaches to computer graphics that take advantage of the high-level features of functional languages. This paper describes one such project that uses the techniques of functional programming [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,90,3],"tags":[1797,1782,187,1793],"class_list":["post-5240","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-opencl","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-glsl","tag-opencl"],"views":1885,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5240","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5240"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5240\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5240"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5240"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5240"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}