- Since i started to work on shaders in late 2008, i found many interesting possibilities offered by the GPU in terms of realtime complex geometry management.Starting from simple particle symulations i tried to apply common principles (like realtime texture generation) in new ways, such as generating and controlling high density meshes.This research gave me all the instruments i needed to build the graphic world of projects like Genesi , Les Objets Impossibles , Partitura .
- ParticlesThis was the first chapter i took in consideration.At the beginning i just wanted to have a big number of particles, after that i added more features to allow deeper control on behaviours and rendering.
- This is the first emitter i created in the late 2008:
- playing with volumetric force fields
- The first part of Genesi comes from these experiments on GPU particles:
- In the next sample i'm getting somewhere with animated alpha texture and volumetric perlin noise...
I used this experiment in Genesi (look previous video at 7:05)
- Particles can be pretty anything. Here just a test with cubes in a static emission behaviour:
- Testing force fields and attractors in a more sofisticated render engine:
- Some screenshots