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this is a shader based particle system, dependent on the graphics hardware this can handle up to a million particles in realtime. the video shows 250 000 particles. Particles are moved by gravity and a noisefield.

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  • moka 11 months ago
    crazy. I don't really get how putting things on the GPU can make such a difference. Shouldn't multithreading and parallelizing of loops be faster on a good multi core processor?
  • texone 11 months ago
    yeah it's amazing once you start to work with the gpu things can get really fast. the GPU is much more optimised to such things so calculating vectors is much faster than on the cpu and dependent on the graphics card you can have a high number of stream processors that work parallel so you have much better multithreading than with a multicore cpu.
  • moka 11 months ago
    Well I use shaders alot recently too but I didn't think that it makes such a big difference to put the physics computation on the GPU too, But now that I thought about it again its kind of obvious because you don't have to transfer the whole particles data to the GPU for rendering since it's allready there. I think that makes the big difference. kool work i might give that a try too. More complex particle systems are propably still a lot easier to programe on the CPU especially in terms of organizing things :)
  • texone 11 months ago
    I have implemented the particles in cg, there you can use dynamic arrays, structs and interfaces to stay flexible so I can plug together different forces dynamically as they are needed. Yes you are right having the data directly at the gpu for rendering makes it fast. But also calculation is faster this is why people use cuda to do work on the gpu. All the particle data is stored in textures so the simulation happens by rendering quads and combining values of different textures in different fragment shaders. This is really fast as the gpu works on this fragment stream with multiple processors parallel. I also started to work with the nvidia physx framework that you can use from inside java with jphysx here you have more complex things like rigid body collision, clothes and fluids also all calculated on the gpu.
  • moka 11 months ago
    wow that sounds awesome. I recently only use c++ because I think it's easier to implement your own shader and openGL code! I use straight GLSL though.
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  • Jonas Jongejan 11 months ago
    This is really awesome! Can you share the code, or give some links to resources? And is this made through java? I'm like moka c++ (openframeworks) dude.
  • Jonas Jongejan 11 months ago
    Ahh i just saw it was tagged as processing, so that question is answerd :P But source would still be awesome..
  • texone 11 months ago
    it is based on this paper: 2ld.de/gdc2004/
    it is written in java you find sourcecode here:
    code.google.com/p/creativecomputing/
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  • toneburst plus 21 days ago
    This is really nice! I have to try some noise fields, I think.

    Good stuff,

    a|x
  • texone 21 days ago
    yeah i also made a lot of progress with the system, so there are more forces, constraints, better performance and everything runs more stable, also tested it to run inside processing and hope to release as some kind of library soon
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  • toneburst plus 21 days ago
    Very cool. Just wondering; are you using 3 independent 1D Perlin functionsfor the noise-field, or 4? I've read that sometimes 4 are used (though I'm not entirely sure why....

    a|x
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