
2
V
Implementing a GPU-Only
Particle-Collision System with
ASTC 3D Textures and
OpenGL ES 3.0
Daniele Di Donato
2.1 Introduction
Particle simulation has always been a part of games to realize effects that are
difficult to achieve in a rasterizer systems. As the name suggests, particles are
associated with the concept of small elements that appear in huge numbers. To
avoid the complexity of real-world physics, the particles used in graphics tend
to be simplified so they can be easily used in real-time applications. One of
these simplifications is to consider each particle independent and not interacting
with each other, which makes them suitable for parallelization ...