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