An Iterated Particle System?
The idea here is simple. I aim to show that a particle system (PS) and an Iterated Function System (IFS) are basically two special cases of a more abstract entity: an iterated particle system. It might be possible to code the IPS so that it uses less memory than an IFS and a PS would together. Further I’m aiming this at 4K development so we won’t add in lots of bells and whistles to the system however, it would certainly be possible in 64K demos to extend this.
Algorithm for a particle system
Create a volume in 3 space
Create a set of particles randomly in volume
Assign age to each particle
Create Transform for each particle
While particles not too old
Translate the particles in space
Rotate the particles in space
Add gravity to particle
Age the particles
Draw the particles
Psuedo code for the IFS
Create random 2d space
Create a single random point in that space
Create S sets of (a,b,c,d,e,f) co-efficients with probabilities
For an arbitrary time
Chose a,b,c,d,e,f from set S using probability
newx = oldx * a + oldy * b + e
newy = oldx * c + oldy * d + f
Draw the point
Next
Observations:
Using these observations we could write an iterated particle system thus:
Set up volume for particle creation
Create 1..N particles in volume
Set up 1d array of S probabilities
Set up 2d array of 3d matrices (NxS)
Assign each particle a maximum age
Repeat
For each particle p
Chose Matrix (p,1..S) to apply from probabilities
Translate and Rotate Particle
Apply gravity to particle
Draw Particle
Age Particle
Next Particle
Until all particles are "dead"
Reading the above carefully it should be possible to see that an IFS is now:
Note that the 3d Matrix in the IFS case is actually of the form:
a b 0 0
c d 0 0
0 0 0 0
e f 0 1
which forces it in effect to be a 2d transform. Of course extending to a 3d IFS is now trivial. The zeroes compress well.
A typical Particle system is:
There you have it…an iterated particle system, a new concept which is a superset of IFS and Particle systems. We have unified the data types and the code leading to a smaller solution. Of course the resulting code is bigger than either the IFS or PS optimised code by itself but is smaller than the two together.
Comments:
Technically of course, gravity should be applied to an accelerating force, not to the position of a particle. Its relatively easy to extend the above to cope but in practice it makes only a small visible difference.
Particles may change the way they are drawn over time. To avoid cluttering the generic algorithm with this and making the code generic, its possible to add a pointer to a draw function into the particle. This function would take the particle as a parameter. In the IFS case the age would be ignored and the code would plot a point. In the case of a PS it could use the age to alter the colour of whatever particle it is we are drawing.
It may be necessary to create new particles when old ones die. This is not done in IFS and would require the use of a flag in setting up the system to indicate if this was necessary or not.
Maybe one day I’ll code it and put the code here.
If you use this idea please credit me –auld