Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> A computer animation system is discussed which employs interactive techniques and presents a unified approach to the graphical display of complex three dimensional data. The system facilitates the generation, manipulation and display of highly detailed data with the aid of interactive devices and a video interface to a standard color TV monitor. The system enables the animator to create a variety of objects (including texture) and to specify the necessary transformations for animation sequences. A run length processing technique combined with a brute force Z-buffer algorithm has been newly designed and implemented that can handle the intersection of several million faces, lines and points. This makes possible a full range of visual cues to simulate fire, smoke, water and complex 3-D texture such as grass, hair and bark. Basic concepts and approaches are described. The display algorithm and the procedure model to generate texture are presented and the implications of the system for computer animation are discussed. Extensions to the system are outlined which include a unique graphics display processor currently under construction that includes a partial implementation of the display algorithm in hardware. <s> BIB001 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> Techniques are presented that are used to animate and render particle systems with the Connection Machine CM-2, a data parallel supercomputer. A particle behavior language provides an animator with levels of control from kinematic spline motions to physically based simulations. A parallel particle rendering system allows particles of different shapes, sizes, colors and transparencies to be rendered with antialiasing, hidden surfaces, and motion-blur. One virtual processor is assigned to each primitive data element: one to each particle, and during the rendering process, one to each pixel-sized particle fragment, and to each pixel. These tools are used to model dynamic phenomena such as wind, snow, water, and fire. <s> BIB002 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> A particle system technique to model, render, and animate realistic fireworks displays is presented. The attributes of the fireworks display that the particle system models are color, brightness, shape, trial, size, particle dynamics, blinking, mousing, star effect, spinning, and elasticity. A rendering engine that consists of various modules which individually handle a particular property of the particle is described. > <s> BIB003 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> For 3D flow visualization a variety of techniques can be used, such as drawing particle trajectories, vector plots, contouring, and particle tracing, each with its own advantages. A new technique is presented that is a combination of particle tracing and shaded surface rendering, capturing the advantages of both: surface interpretation and a moving texture of particles. The technique is based on the use of so-called surface-particles. A surface-particle is a very small flat part of a surface, modelled as a point with a surface normal. The combined use of many surface-particles can lead to surfaces. Various types of visualization methods (lines, tubes, surfaces, and objects) can be realized by variation of the properties of the particle source. Their applications in 3D flow visualization are described. <s> BIB004 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> This paper presents a physically based approach for real time fountain simulation based on fluid dynamics and particle system. Unlike traditional method which need solve complex Navier Stokes equations, the authors adopt a special case of these equations and a simple dynamics equation of particles, the user can see the fountain flow changes in real time by adjusting some parameters.Metaballs are taken as particles and a ray tracing algorithm based on Bezier Clipping is adopted to obtain visually aesthetic fountain flow. The model is very simple and can be easily integrated into commercial 3D animation software systems. <s> BIB005 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> We introduce a set of techniques that are used together to produce realistic-looking animations of burning objects. These include a new method for simulating spreading on polygonal meshes. A key component of our approach consists in using individual flames as primitives to animate and render the fire. This simplification enables rapid computation and gives more intuitive control over the simulation without compromising realism. It also scales well, making it possible to animate phenomena ranging from simple candle-like flames to complex, widespread fires. <s> BIB006 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> The article describes a restrained growing model based on particle sylstem. It is not only embody the merit of the micro control of the restrain system and the macro control of the particle system but also ensure the efficiency and speed of the actual use of this model. By using the Bezier curve, this model can optimize the output graphic. <s> BIB007 </s> Survey on Smoothed Particle Hydrodynamics and the Particle Systems <s> X. APPLICATIONS OF PARTICLE SYSTEM <s> Pointing at the static modeling of trees, a method of tree simulation according to framework customization and particle system is presented, which includies description and creating of tree form based on particle system, tree growth simulation based on particle system model and tree simulation results created by particle system method and technical trend in the future. <s> BIB008
The application based on particle methods is extensive. Since the 1980s, the particle system has been used to model wall fire, explosions, fireworks, and grass. The achievements of particle methods are evident in the simulation of fuzzy and irregular objects. For instance, in the explosion effect of the 1982 film ''Star Trek II: The Wrath of Khan'', the dynamic particle system concept was first used for the simulation of galactic explosion. Natural phenomena are particularly suitable to simulate by using particle methods due to their irregularity, dynamic, randomness, and other characteristics. In 1985, Reeves and Blau [115] improved the particle system and realized the simulations of trees and flowers drifting with the wind. On the basis of the theory of Reeves' particle system, Hmonen and Konikanen  provided a second order particle system, which presented uniformity and is easily used to simulate phenomena such as smog, cloud, and explosion. In 1986, Fournier and Reeves  used the particle system to simulate waves for the wave model and proposed the simulation conditions. In 1998, Unbescheiden and Trembilski [43] used the particle system by starting from the physical principles of the cloud and combining texture mapping tecniques to establish a cloud model. However, particle numbers are reduced to decrease the computation and rendering VOLUME 8, 2020 times. Through the establishment of velocity field in the three-dimensional framework of flame, Beaudoin et al. BIB006 used particles to render a three-dimensional skeleton that simplifies the movement of flame particles and simulates the flame combustion process. Csuri et al. BIB001 used particles to simulate the smoke that appears in chimneys without using kinetics and stochastic control methods. In 1999, on the basis of the particle system, Xie et al.  proposed a rain and snowflakes landing real-time simulation algorithm. Hu and Li  designed and implemented a waterfall in 3D dynamic terrain with alterations of range and density of particles effects. Kong  used the Bezier curve in generating the veins and edge curves to form the basic framework of the leaves of aquatic plants, and the plants are formed close to the natural state. In addition to the simulation of natural objects and events, the particle system has likewise been effective in simulating life. In 1990, Sim  studied the particle animation and rendering algorithm. The proposed parallel particle rendering system could draw different particle shapes, sizes, colors, and transparencies using the parallel property of particle system. Goss  proposed a real-time simulation method of the wake of a ship based on the particle system. In 1992, Loke et al. BIB003 modeled, rendered, and animated realistic firework displays by using the particle attributes of fireworks, in which a rendering engine was described that consists of various modules that individually handle a particle property. With the Mass-Spring Model proposed by Provot  , a cloth object is first approximated to a deformable surface composed of a network of masses and springs, the movement of which is evaluated using the numerical integration of the fundamental law of dynamics. In 1996, Eberhardt et al.  proposed a fast and flexible method for modeling drape drains. The method is faster than several earlier methods and allows the simulated behavior to change over time. The trajectories of particles were calculated in the system and not just their final positions. In 1998, Wan et al. BIB005 proposed a method of simulating real-time fountain flow based on fluid mechanics and particle system, obtaining a realistic visual effect of fountain flow. In 2003, Shi et al.  analyzed the Chinese ink painting materials and put forward a simulation model on the basis of the particle system to realize the typical artistic effect of Chinese ink painting. Moreover, Sims BIB002 provided a method on particle animation and rendering using data parallel computation. Stolk and Van Wijk  presented surface particles for 3D flow visualization. Figure 15 shows the life scene simulated using the parallel particle rendering system. Plant simulation has always been an exciting but difficult point in computer graphics research. The Iteration Function System (IFS) and L-system are typical simulations, but the IFS method is based on the idea of fractal rendering, making the simulation of the specified plant model difficult. Meanwhile, using the L-system, determining the initial and last plant growth is difficult. The trajectories of particles are simulated in the particle system, and the characteristics of the interaction between the plots of the structured particle system are used to simulate the leaves with greater accuracy. At the same time, due to its expansion, the particle system can be macroscopic and be used to vividly simulate the natural landscape of forest grassland. Reeves and Blau [115] used the particle system to simulate grassland as a background environment. Literature BIB007 [47] based on particle system proposed the simulation of plant organs and their growth model. In 1996, Song and Lai [123] used the particle system to simulate trees. The study achieved good simulation results of tree height, width, branches, and leaves. Wang and Lai BIB008 proposed a framework based on the simulation of tree skeletons for the static background of the model, and various forms of trees are simulated. Figure 16 shows a tree growth map simulated using the particle method. Surface particle is a combination of particle tracing and shaded surface rendering, thereby capturing the advantages of both: surface interpretation and a moving particle texture. A surface particle is very small and flat, modeled as a point with a surface normal. Their applications in 3D flow visualization are described BIB004 . The stream surface can be considered a surface traced by particle trajectories.