Since i started to work on shaders in late 2008, i found many interesting possibilities offered by the GPU in terms of realtime complex geometry management.
Starting from simple particle symulations i tried to apply common principles (like realtime texture generation) in new ways, such as generating and controlling high density meshes.
Particles
This was the first chapter i took in consideration.
At the beginning i just wanted to have a big number of particles, after that i added more features to allow deeper control on behaviours and rendering.
This is the first emitter i created in the late 2008:
playing with volumetric force fields
The first part of Genesi comes from these experiments on GPU particles:
In the next sample i'm getting somewhere with animated alpha texture and volumetric perlin noise...
I used this experiment in Genesi (look previous video at 7:05)
I used this experiment in Genesi (look previous video at 7:05)
Particles can be pretty anything. Here just a test with cubes in a static emission behaviour:
Testing force fields and attractors in a more sofisticated render engine:
Some screenshots