Particle simulations are popular methods for the simulation of applications from a wide range of sciences, including astrophysics, biology or chemistry. Usually, these applications require a large number of simulation steps, each of which computes a change of the entire particle system. Depending on the number of simulation steps and also the size and structure of the specific particle system, the computation time can be quite large and the exploitation of parallel architectures is usually necessary. In this article, we investigate the performance and energy consumption for different particle simulation methods and distinguish different input particle data. The investigations are done for the particle simulation methods from the ScaFaCoS library and use the various input data of homogeneous or in-homogeneous nature. Experiments are performed on multicore systems.
Automated techniques of landscape modeling is an important part of environments in Virtual Reality systems. A method is proposed that applies particle systems to modify height-field based landscapes with erosion process. Construction of particle systems is discussed, along with its main attributes and influence on the final product of the modeling process. The key data structure for the modeled landscape is a typical height-field and hardness map, both are based on a two dimensional arrays. Each cell of height-field represents the altitude at a coordination point defined by rows and columns of this array and cells in hardness map represents this point susceptibility for erosion process. This kind of data structures enables fast and simple implementation of terrain deformation and erosion. The proposed method is not intended to simulate a physical erosion process but it focuses on its results for exploitation in virtual environments in real-time visualizations.
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