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akhin

Implementing Particle Systems With Shaders

3 posts in this topic

Hi all,

For rendering of my particle systems I will be using shaders.

But since I am new to shaders , I wonder if I could implement the
whole particle systems with shaders.

If I did it without shaders , I would have data structures for particles , which
would store positions in world space for sure plus what else needed , so I would store `positions` and also each attribute specific to a single particle.

If it is possible to do the entire implementation with shaders , I should be able to update positions in the vertex shader , but inside shader code even if I store positions of particles , there isnt a way to pass them to the vertex shader unless I call `DrawPrimitive` method of graphics api
to invoke the frontend of GPU, is there ? Or is it why we have geometry shaders
with which we can add geometry to GPU pipeline ?

I am asking the question above because I am confused with the particle system shader implementations inside Nvidia`s FX Composer. There is built in fire fireworks smoke and fountain systems , and in their vertex shaders , the only thing being done is mul ing with worldViewProj classically, but there is nothing about generating/updating positions of vertices, I guess 3d world positions are being passed from the source code of Nvidia FX Composer ?

Besides , what approaches are there to implement particle systems with shaders ?

many thanks
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Thank you very much for this reply because it really did address the questions in my mind ,

as I can understand , regarding D3D9 , to be able to store state informtion of the particles , CPU should be utilized if I want to implement a generic and a looped particle system

as for D3D10/11 , it seems it can be fully implemented by employing geometry shaders

For Nvidia FX Composer , I think they are creating and updating vertices inside the program code , since apparently it is not being done in shader code. Supporting this , I have downloaded Nvidia`s DX SDK and looked at standalone particle systems samples , same with MS`s , they are using geometry shaders...
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In D3D10, geometry shaders are probably the most attractive way to do this. However, for D3D11 the compute shader is a much better choice for updating the state of the particle system. I started a post about this for a demo I'm working on for our new book here.
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