Added: 4 years ago
From: CNLohr
Views: 4,304
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  • Do you have the source code for this posted somewhere?

  • looks good, you could make a game where you walk around a house trying to find the invisible man with a blanket :)

  • how does it run with one more sub-d/tesselation level?

  • good work although you should have applied average normals on the cloth. would have made it look a lot better.

    ps you raytracing stuff looks awesome too.

  • Actually. I've since gone back and calculated normals in their own path thus making the normals look normal :). I guess in about 4 months I should have some more projects under way and I can post them here, with an updated Cloth.

  • Great but this is just a simple thing of what a GPGPU can do.

  • trust me this isnt thats simple ...did you look carefuly ? this is tissu calculated thats show the shape of what is under it !

    superbe!

  • No, it is pretty simple. The shapes underneath were implicitly defined. The point about this is that it shows off how you can use a fragment shader to perform the workload and then stream the data into a vertex shader for practical use in real time. Unlike CPU cloth simulation, because all of the data remains on the GPU and the GPU is better at performing these sorts of calculations, drastically higher frame rates are possible with methods like this compared to CPU based cloth simulations.

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