Another one in this 'draw as many particles as possible to see if you can make them look nice' series. This time things started to look like weird sci-fi electro-stuff...
You're looking at some simple particles physics running on the GPU, under C# and Managed DirectX. Turns out its pretty fast!
I'm using 1024*1024 textures for position and velocity, and calculate forces passing force-field positions to the shader. With some optimizations or better hardware, i could go up to 4 or 16 million particles. That's just insane!! ;)
Next up is computer-vision on the GPU combined with physics, so the particles will react to what the webcam sees. (ie. a GPU version of my Interactive Logo app)
oh and for those who are interested, this is running on an nvidia 8800 GT, without using CUDA or PhysX.
great result !
i am currently making a particle system with dx10 using shader instancing
hope i could get as good result as you
what is your frame rate ( and resolution ) with your 8800GT ?
korsakofff69 7 months ago
@korsakofff69 Drawing small point sprites is really fast. This old demo should run @ 60fps on the old 8800GT.
Check out my newer vids for some more advanced stuff: now I can do particle simulations on a couple of million particles PLUS render another couple of million points/lines PLUS do postprocessing effects, etc. You gotta love modern GPU's :D
Still waiting to get a proper DX11 laptop though; right now only my PC supports it (GTX460). With Compute Shaders you can do so much more...
lievenvv 7 months ago
is that based on "Building a Million Particle System
Lutz Latta" ? dx10 ?
korsakofff69 7 months ago
@korsakofff69 No, it's actually DX9... Can't wait to start with DX11 though :)
lievenvv 7 months ago