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:
I'm assuming that this is DirectX10?
ReplyDeleteyes it is DX10.
ReplyDeleteLooks nice Wolfgang. On a related note, which technique do you use for rendering point light volumes to the light buffer?
ReplyDeleteCool. Any difference in performance vs. the original deferred shading implementation?
ReplyDeleteI 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.
ReplyDeleteHumus: I responded via e-mail ...
ReplyDeleteany chance you publish it as humus did?
ReplyDeleteIf I would publish it it would be in August. Until then I am working on it.
ReplyDeleteVery Impressive
ReplyDeleteHi 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.
ReplyDeleteA google search for Humus and Direct3D results in
ReplyDeletehttp://www.humus.name/index.php?page=3D&&start=8
Very big thanks
ReplyDelete