Saturday, May 23, 2009

Deferred Lighting / Particle System

Here is a shot of a GPU based particle system with lights attached to each particle. I used Emil Persson's example Deferred Shading program as a basis to implement a Light Pre-Pass renderer with 4k lights and 4k particles. It runs fairly well on a GeForce 9600 GT here:


12 comments:

  1. I'm assuming that this is DirectX10?

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  2. Looks nice Wolfgang. On a related note, which technique do you use for rendering point light volumes to the light buffer?

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  3. Cool. Any difference in performance vs. the original deferred shading implementation?

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  4. I intend to use the final demo for my SIGGRAPH talk. Until then I will work on it and I will have more detailed performance data until then.

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  5. any chance you publish it as humus did?

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  6. If I would publish it it would be in August. Until then I am working on it.

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  7. Hi Wolfgang! Best wishes to the New Year. Your example very impressive. Could you please give me a link to Emil Persson's example Deferred Shading program or tell me where you got it, please.

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  8. A google search for Humus and Direct3D results in

    http://www.humus.name/index.php?page=3D&&start=8

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