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ParticlesGPU library - Particles

  • 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 .

    I published my shader library as a contribution to the community of vvvv, the programming environment i use.
  • Particles
     
    This 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