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Particles / gpu / cpu


 
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Steal
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Joined: 26 Jan 2017
Posts: 56

PostPosted: Wed Feb 22, 2017 9:18 am    Post subject:
Particles / gpu / cpu
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Hi,

I'm going to add 'particles' to my osgapp, and someone might be interested in how. I'll do some research to see what tradeoffs should be made, and whether I can run some of it on the gpu, et cetera. I'm not sure if I want to do manual state changes via uniform callbacks on a large set of particles.

I'm aiming for dust particles, radioactive particles, maybe rain. Maybe generalize it into a system or 'just' write a glsl for each different type.

Thank you!

Cheers,
Johny
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 10862

PostPosted: Wed Feb 22, 2017 9:31 am    Post subject:
Particles / gpu / cpu
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Hi Johny,

With modern graphics hardware I would recommend using GPU.

Most of osgParticle was written back before shaders so is primarily
around CPU particles. These old classes need to be kept around for
backwards compatibility but I wouldn't recommend using these CPU
particles systems these days.

The exception in osgParticle is the PrecipitionEffect class that
implements a GPU based rain/snow/sleet rendering.

Robert.


On 22 February 2017 at 09:18, Johny Canes <> wrote:
Quote:
Hi,

I'm going to do add 'particles' to my osgapp, and someone might be interested in how I. I'll do some research to see what tradeoffs should be made, and whether I can run some of it on the gpu, et cetera. I'm not sure if I want to do manual state changes via uniform callbacks on a large set of particles.

I'm aiming for dust particles, radioactive particles, maybe rain. Maybe generalize it into a system or write a handy glsl for each different type.

Thank you!

Cheers,
Johny

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