
Implementation and Optimization of Particle Effects based on Unreal Engine 4
Author(s) -
Juan Zhang
Publication year - 2020
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1575/1/012187
Subject(s) - computer science , virtual reality , modular design , immersion (mathematics) , rendering (computer graphics) , particle system , blueprint , simulation , computer graphics (images) , human–computer interaction , engineering , operating system , mechanical engineering , mathematics , pure mathematics
The wide application of virtual reality and augmented reality makes the engine of developing virtual reality develop towards more realistic rendering, more convenient operation and better performance. In the realization of virtual reality scene, the three-dimensional particle effects play an excellent performance, and enhance the immersion of the experiencer. However, the production and optimization of three-dimensional particle effects have always been a complicated task for developers. Based on the visual blueprint script of Unreal Engine 4 and the modular particle editor, the author elaborates the method of making particle effects in detail, calculates the cost of particle system in real time by using the console of Unreal Engine 4, and then analyses the reasons that affect the performance of particle effects according to the data. Three methods, GPU launcher, material instruction reduction and LOD application, are used to optimize the performance of particle effects, and data are used to show the results of optimization.