» Particle self repulsion 3d dx11
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

Particle self repulsion 3d dx11

effect sph shader dx11 repulsion physic particle
Credits: Compute particle self repulsion in 3d with velocity gravity ...

about

Compute particle self repulsion in 3d with velocity gravity ...

download

Self repulsion particle 3D.zip
12.08.14 [17:45 UTC] by sanch | 1127 downloads
better rendering with sphere instancing
Show 1 older revisions

Older Revisions

Self repulsion particle 3D.zip
12.08.14 [01:59 UTC] by sanch | 388 downloads

microdee 12/08/2014 - 01:14

niiice! this will be the first thing to do tomorrow!

tekcor 12/08/2014 - 09:53

Cool.. Is it related to the nbodies cs from the nvidoa dx11 sdk?

mrboni 12/08/2014 - 13:11

@microdee - Reckon you could use marching cubes to mesh this?

sanch 12/08/2014 - 13:52

Before marching cube , the best will be to implement radix sort for the particle colision detection , it will improve performance and allow higher particle count.
It's not related to nbody .

some inspiration http://vimeo.com/94622661
https://www.youtube.com/watch?v=6WZZARzpckw

sanch 12/08/2014 - 16:49

i'm gona try to implement bitonic sorting since it seams easier

anonymous user login

Shoutbox

~6h ago

antokhio: @luper vc redist 2013

~3d ago

guest: @Luper, you'll probably need to make the PhongDirectional etc node have one of the pins → NoTexture, and then voilà!

~4d ago

Luper: hey guy, just reinstalled VVVV and text(DX11.Geometry) not working, any idea why?

~5d ago

joreg: Reminder: Show us what you're patching on: #vvvv meetup tomorrow, Tue, Feb 23, 8pm CET: 8.-worldwide-meetup

~9d ago

vux: Hey all, we now in Berlin with @idwyr, say if you want to catch up :)

~12d ago

joreg: @mediadog got it thanks!