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Uploaded on Apr 6, 2009
This sample demonstrates the use of the DirectX compute shader to simulate a large number of colliding particles. A parallel bitonic sort implemented in the compute shader is used to sort the particles into a uniform grid data structure so that the neighbors of each particle can be found quickly. The particles collide using a simple spring and damper model, but this code could be used as the basis of more sophisticated simulations such as smoothed particle hydrodynamics. The particles are rendered as spheres using the geometry and pixel shaders.