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OOP Microproject 45-48

The document outlines a micro-project titled 'Particle System Simulation' submitted by students for a Computer Graphics course. It details the project's aim to develop a simulation using Turbo C and the graphics.h library, along with methodologies, action plans, and required resources. The project emphasizes understanding computer graphics concepts and enhancing coding skills through practical implementation.
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0% found this document useful (0 votes)
22 views12 pages

OOP Microproject 45-48

The document outlines a micro-project titled 'Particle System Simulation' submitted by students for a Computer Graphics course. It details the project's aim to develop a simulation using Turbo C and the graphics.h library, along with methodologies, action plans, and required resources. The project emphasizes understanding computer graphics concepts and enhancing coding skills through practical implementation.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Particle System Simulation

Submitted in fulfillment of the requirements


of micro-project

Computer Graphics (CGR)

By

Roll no:- Name: -

45 Manas Patil

46 Shravani Patil

47 Sudeep Patil

48 Rohan Rajage

ENROLLMENT NO:

23112120333

23112120334

23112120335

23112120336

SUBJECT INCHARGE
Mr.Urvesh Ghude

Computer Engineering Department

Academic Year 2024-2025


CERTIFICATE
This is to certify that the microproject

“Particle System
Simulation”
is done by
“Manas Patil”
“Shravani Patil”

“Sudeep Patil”
“Rohan Rajage”

is submitted for

“Computer Graphics”
for
the diploma in Computer Engineering to the

Maharashtra State Board of Technical Education, Mumbai


(Autonomous) (ISO-9001-2008) (ISO/IEC 27001:2013)

Subject Incharge Head of Department


(Mr. Urvesh Ghude) (Mrs. Smita kuldiwar)
“Particle System

Simulation”

Submitted in fulfillment of the

requirements of micro-project

OBJECT ORIENTED PROGRAMING

By

Process and Individual Total


product Presentation/ (10)
Roll Name Enrollment assessment
No No (6Marks) Work
(4 mark)

45 Manas 23112120333
Patil

46 Shravani 23112120334
Patil

47 Sudeep 23112120335
Patil

48 Rohan 23112120336
Rajage

SUBJECT INCHARGE

( Mr. Urvesh Ghude)

Computer Engineering Department


Academic Year 2024-2025
COMPUTER ENGINEERING DEPARTMENT VISION AND
MISSION OF THE PROGRAMME

Vision: -

To provide technically competent and skilled


diploma computer engineers to fulfill the needs of
industry and society.

Mission: -

M1: - To provide industry-oriented quality education and

training. M2: - To impart and inculcate theoretical and practical

knowledge.M3: - To provide interpersonal skills and social

ethics.
COMPUTER ENGINEERING DEPARTMENT PROGRAMME
OUTCOMES

PO1: Basic and Discipline specific knowledge: Apply knowledge of basic mathematics,
science and engineering fundamentals and engineering specialization to solve the
engineering problems.

PO2: Problem analysis: Identify and analyze well-defined engineering problems using
codified standard methods.

PO3: Design/ Development of solutions: Design solutions for well-defined technical


problems and assist with the design of systems components or processes to meet
specified needs.

PO4: Engineering Tools, Experimentation and Testing: Apply modern engineering


tools and appropriate technique to conduct standard tests and measurements.

PO5: Engineering practices for society, sustainability and environment: Apply


appropriate technology in context of society, sustainability, environment and ethical
practices

PO6: Project Management: Use engineering management principles individually, as a


team member or a leader to manage projects and effectively communicate about well-
defined engineering activities.

PO7: Life-long learning: Ability to analyze individual needs and engage in updating in the
context of technological changes
COMPUTER ENGINEERING DEPARTMENT PROGRAMME
EDUCATIONAL OBJECTIVES
PEO1: Provide socially responsible, environment friendly
solutions to Computer engineering related broad-based problems adapting
professional ethics.

PEO2: Adapt state-of-the-art Computer engineering broad-based technologies to work in


multidisciplinary work environments.

PEO3: Solve broad-based problems individually and as a team member communicating


effectively in the world of work.

PROGRAMME SPECIFIC OUTCOMES


PSO1: Computer Software and Hardware Usage: Use state-of-the-art technologies for
operation and application of computer software and hardware.

PSO2: Computer Engineering Maintenance: Maintain computer engineering related


software and hardware systems.
“Particle System
Simulation”

 Aim: -
To develop a Particle System Simulation using Turbo C and the graphics.h library to
visualize particle movements and interactions within a bounded environment.
 Course Outcomes: -

1. Understand the basics of computer graphics and animation.


2. Implement algorithms for visual simulations using C.
3. Apply the graphics.h library for drawing and animation.
4. Enhance problem-solving and coding skills.

 Proposed Methodology
1. Analyze the requirements for creating a particle system.
2. Design the structure to represent particles with attributes such as position, velocity,
and color.
3. Use the graphics.h library to render particles and update their movement.
4. Implement boundary detection to make particles bounce within the screen.
 Action Plan
Sr. Detail of activity Plan Start Date Plan Finish Date
No.

1. Searching of Topic 26/ 08 / 2024 14 / 09 / 2024

2. Gathering information 18 / 09 / 2024 03 / 10 / 2024

3. Execution of Program 05 / 10 / 2024 07 / 10 / 2024

4. Report Making 10 / 10 / 2024 16 / 10 / 2024

Subject In-charge

(Mr. Urvesh Ghude)


“Particle System
Simulation”
Rationale:
The Particle System Simulation project is significant for understanding the fundamental
concepts of computer graphics. Simulating particles helps visualize natural phenomena like
rain, fire, or smoke and enhances skills in animation and motion graphics.
Literature:

Particle systems are essential tools in computer graphics for simulating natural phenomena
like fire, smoke, rain, and explosions. Introduced by William Reeves in 1983, they have
become a standard for creating realistic effects in movies, games, and weather simulations.
Each particle in the system is characterized by properties such as position, velocity,
lifespan, and color, which are updated over time to simulate dynamic behavior.

The implementation involves initializing particles, updating their state, and rendering them
to create complex visuals. Turbo C and the graphics.h library are often used in educational
projects to teach these concepts, despite their limitations in terms of performance and
advanced graphical capabilities.

Resources Required:
Sr. Name of Specification Qty. Remark
Resource
No.
(components
)

1. Laptop/Computer Intel Core i5, 16 GB RAM 1 For coding and


simulation

GeeksforGeeks, Programiz For reference and


troubleshooting |
2. Online Resources 1

3. Turbo C/ C++ 3.2


Software 1 The Code
Performance

Skill Developed:
1. Understanding of graphics programming.
2. Enhanced coding skills in C.
3. Problem-solving and analytical thinking.
Application:
The particle system simulation is applicable in game development, visual effects, and
educational tools for understanding motion and interaction principles in graphics.

Source Code:
#include <graphics.h>
#include <conio.h>
#include <stdlib.h>
#include <time.h>

#define MAX_PARTICLES 100


#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480

typedef struct {
int x, y;
int dx, dy;
int color;
} Particle;

void initializeParticles(Particle particles[], int count) {


int i;
srand(time(0));
for (i = 0; i < count; i++) {
particles[i].x = rand() % SCREEN_WIDTH;
particles[i].y = rand() % SCREEN_HEIGHT;
particles[i].dx = (rand() % 5) - 2;
particles[i].dy = (rand() % 5) - 2;
particles[i].color = rand() % 15 + 1;
}
}

void updateParticles(Particle particles[], int count) {


int i;
for (i = 0; i < count; i++) {
particles[i].x += particles[i].dx;
particles[i].y += particles[i].dy;
if (particles[i].x < 0 || particles[i].x >= SCREEN_WIDTH) {
particles[i].dx = -particles[i].dx;
}
if (particles[i].y < 0 || particles[i].y >= SCREEN_HEIGHT) {
particles[i].dy = -particles[i].dy;
}
}
}

void drawParticles(Particle particles[], int count) {


int i;
for (i = 0; i < count; i++) {
putpixel(particles[i].x, particles[i].y, particles[i].color);
}
}

int main() {
Particle particles[MAX_PARTICLES];
int gd = DETECT, gm;
initgraph(&gd, &gm, "C:\\TURBOC3\\BGI");

initializeParticles(particles, MAX_PARTICLES);

while (!kbhit()) {
cleardevice();
updateParticles(particles, MAX_PARTICLES);
drawParticles(particles, MAX_PARTICLES);
delay(30);
}

closegraph();
return 0;
}
Output:-

Working principle:

The working principle of a particle system simulation involves the creation, movement,
and rendering of numerous individual particles that collectively form a visual effect.
Each particle has attributes like position, velocity, and color, which are initialized at the
start. The simulation operates through an update cycle where particles' positions and
properties are modified over time according to predefined rules, such as applying forces
like gravity or collision detection.
Result
The Particle System Simulation project successfully demonstrates the core principles of
computer graphics through the development and execution of a simulation in Turbo C. The
simulation showcases how individual particles can be initialized, updated, and rendered to
create dynamic visual effects.
Conclusion
The Particle System Simulation project demonstrates the practical application of computer
graphics concepts in C. It showcases how particle behavior can be programmed to simulate
motion and interaction, enriching understanding of animations in graphics programming.
Reference:

1. Computer Graphics Concepts' by Ivan Sutherland.

2. Computer Graphics in C - GeeksforGeeks

3. Particles System Simulation using C - Programiz

Subject Incharge

(Mr. Urvesh Ghude)

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