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:

Unknown said...

I'm assuming that this is DirectX10?

Wolfgang Engel said...

yes it is DX10.

Rory said...

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

Humus said...

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

Wolfgang Engel said...

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.

Wolfgang Engel said...

Humus: I responded via e-mail ...

gpakosz said...

any chance you publish it as humus did?

Wolfgang Engel said...

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

Linefinc said...

Very Impressive

Andry said...

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.

Wolfgang Engel said...

A google search for Humus and Direct3D results in

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

Andry said...

Very big thanks