Multithreading Exercises #1 – Bouncing Particles
In this post, we are going to talk about an exercise that should be solved using multithreading techniques.
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Instancing vs Geometry Shader vs Vertex Shader – Round 2
In this opportunity, I want to do the same I did in my previous post but with spheres instead of boxes.
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Instancing vs Geometry Shader vs Vertex Shader – Round 1
In this opportunity, I want to compare 3 techniques to draw the same geometry in different locations:
- Instancing Technique
- Geometry Shader Technique
- Vertex Shader Technique
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Physically Based Rendering – First Approach
After a long time, finally, I began with Physically Based Rendering. I was using Blinn-Phong, and I was comfortable with its result, but because all famous rendering engines were switching to physically based rendering models, I wanted to check it.
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DirectX11 Deferred Shading
Deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders, instead, shading is deferred until a second pass.
The first step is to render all scene geometry into a g-buffer, which typically consists of several render target textures. The individual channels of these textures are used to store geometry surface information per pixel, such as surface normal or material properties.
Particle Systems using Direct Compute
This is a demo of 3 particle systems that I implemented using DirectX 11 for rendering and Compute Shader for particle physics.
Each demo was recorded with Fraps in a Phenom II X4 965, 4GB Ram, Radeon HD 7850 and Windows 8, and ran at 60 FPS (I limited FPS to 60)
There are 1.000.000 particles in this demo which are in 5 different areas.
As demo progress, you can see how particles in each area begin to organize, using steering behaviors and physics inside Compute Shader
640.000 particles are forming a sphere. Particles are moving slowly to the center of the sphere.
There are 640.000 particles organized in 100 layers of 6400 particles each. Particles move at random speed and direction through the plane of its layer.
Simplified Terrain using Interlocking Tiles
In this post, we are going to talk about a technique for terrain rendering using interlocking tiles.
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