Fluid Simulation and Rendering
For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this: Simulate the fluid on the CPU and send the result as particles to...
View ArticleInstanced Billboards
In DirectX9, one can use instanced billboards to render lots of particles with good performance. Since we presume all particles to be billboards constructed from two triangles forming a quad, by using...
View ArticleRender Thickness
In [1] they describe a clever way of rendering the thickness of an object in a single pass. The method only correctly works for convex objects but this limitation isn’t that bad, the method can often...
View ArticleVPOS
Starting with DirectX Pixel Shader Model 3.0 there exist an input type called VPOS. It’s the current pixels position on the screen and it’s automatically generated. This can be useful when sampling...
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