Tomb Raider: Anniversary coder Mike Krazanowski has outlined a new method for rendering particles using pixel shaders and a little bit of math. “Although this method has been employed in games for many years, this article defines a method using shader technology to more physically represent these volumetric particles. This method will give a more accurate visual representation of the simulated volumes as well as potentially decreasing the necessary number of particles, which in turn will help to improve render performance. It should first be stated that the method defined in this article is limited to particles that represent volumes of sub-particles. It is also noted that the analysis that’s to follow assumes a uniform density of the particles. There are methods that would grant the user to define more complex density functions, but that will not be covered here.”
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