ABSTRACT

In building a particle system simulation the primary intent is always tocreate an interesting visual effect, treating the system as a whole to achieve a coordinated bulk motion. To do this, we will need to think like animators, as well

as engineers, since our desired goal goes beyond the technical problems of creating,

simulating, and rendering particles. We need to also be able to choreograph the

particles to create the motion we want. Figure 5.1 shows a frame from a highly

choreographed sequence, where the particles are always under the control of the

animator.