New Method for Rendering Particles Outlined
Tomb Raider: Anniversary coder Mike Krazanowski has outlined a new method for rendering particles using pixel shaders and a little bit of math. "Although this method has been employed in games for many years, this article defines a method using shader technology to more physically represent these volumetric particles. This method will give a more accurate visual representation of the simulated volumes as well as potentially decreasing the necessary number of particles, which in turn will help to improve render performance. It should first be stated that the method defined in this article is limited to particles that represent volumes of sub-particles. It is also noted that the analysis that is to follow assumes a uniform density of the particles. There are methods that would allow the user to define more complex density functions, but that will not be covered here."
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RFTA.
The line "Although this method..." is used to describe an unquoted review of previous methods for rendering particles.
It has nothing to do with the new system, so please don't assume this is just the old rendering method wearing a new funny hat.
Soft/volumetric particles have been around for a long time now. The DirectX 10 sample implementing this technique is from June 2006. NVidia's whitepaper on it [1] is dated January 2007. Both of them offer a much better explanation than TFA with its crude ascii diagrams and wall of text (and having to click "next" a bunch of times, ugh).
[1] http://developer.download.nvidia.com/whitepapers/2007/SDK10/SoftParticles_hi.pdf
I implemented this in OpenGL + GLSL a year ago ( April 2007 to be specific ). I got the idea from a paper dating to 2005 or so.
Now, with that aside, it's awesome and easy to implement, so long as you have easy acces to a depth buffer, and the hardware to make use of it.
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Slashdot's listing of this article was bought and paid for. Gamasutra -> Money -> Slashdot -> Viewers -> Advertisements -> Money
It's like printing your own money. I hate news aggregators with privileged editors (not that Digg is any better -- in fact it's worse.)
When I first looked at the result, I thought of the Afterburn particle rendering system. However Afterburn uses raymarching to render, which involves tracing rays through a procedurally generated volume at regular steps.