VIEW THE EXAMPLE
The next video is recorded on real time with an AMD Radeon 6970M HD (2Gb), feel free to watch the video if the simulation does not run in your computer.
Some links to start
When I was reading information about shadows particles for the previous posts, I saw one demo that really called my attention, this demo used one technique for fluids simulations that I really wanted to see how it worked. If you have seen the demo you will probably know this blog, here I found th ...
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A good link is a good gift...
When we try to code anything in our studio, the first thing we do is to search for information about the subject in order to find papers and techniques that could help us to develop what we want. The bad thing about it is that you loose a lot of time in Google trying to find that specific paper that reveals the “secrets” of the math behind the code.
But ...
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VIEW THE EXAMPLE
In the last post we talked about the implementation of volume shadows in a particle system, this last approach used a couple of for loops in order to define the final shadow intensity for each particle. This loops could make that the application has to evaluate 32 * nParticles the shadow map, making the process somehow very low.
So we tried a pair of optimizations that would deal with the defects of the previous work, the first thing we have done is to change all the texture ...
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VIEW EXAMPLE
About one year without writing so, this is the first of three very verbose posts about shadow particles…
One year and a half ago Félix and me were talking about how we could implement a good shading effect for a particle system made in Flash. In those days people could render 100.000 particles with no problem using point lighting or color shading based on the position of the particle, but we wanted something more, and there is when we started to talk about shadows on particles. ...
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