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dx11 / render kinect depth to fluid

I am from Studio Kreft

jannis, Saturday, Jan 4th 2014 Digg | Tweet | Delicious 5 comments  
sebl 05/01/2014 - 00:39

Nice!

timpernagel 06/01/2014 - 18:44

How do you generate the mesh?

jannis 09/01/2014 - 05:31

Basically it's a point cloud shader that renders to geometry, then the vertex points xyz get influenced by some forces + you are aware of the MetaBalls node, I guess ?

With the DX11 node it works twice as fast as in EX9 but this could be improved, with .fx DX11

Check out http://developer.download.nvidia.com/SDK/10/direct3d/samples.html
and scroll down until you find MetaBalls !!!
It's DX10 only but MetaBalls.fx DX11 in the DX11 pipeline would be really nice...

sebl 09/01/2014 - 14:04

the dx10 effect should work exactly like a dx11-effect, because there are no syntax-changes between them

mrboni 03/07/2015 - 17:09

Did anyone ever get the metaballs geometry shader above working?

In case anyone wants to have a go you can dl the shader here - https://www.dropbox.com/s/76i8kgh6hutnirs/MetaBalls.fx?dl=1

:)

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