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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Using the compute shader for cloth simulation


The compute shader is well suited for harnessing the GPU for physical simulation. Cloth simulation is a prime example. In this recipe, we'll implement a simple particle-spring based cloth simulation using the compute shader. The following is a screenshot of the simulation of a cloth hanging by five pins. (You'll have to imagine it animating.)

A common way to represent cloth is with a particle-spring lattice. The cloth is composed of a 2D grid of point masses, each connected to its eight neighboring masses with idealized springs. The following figure represents one of the point masses (center) connected to its neighboring masses. The lines represent the springs. The dark lines are the horizontal/vertical springs and the dashed lines are the diagonal springs.

The total force on a particle is the sum of the forces produced by the eight springs to which it is connected. The force for a single spring is given by the following equation:

Where K is the...

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