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OpenGL ??? Build high performance graphics

You're reading from   OpenGL ??? Build high performance graphics Assimilate the ideas shared in the course to utilize the power of OpenGL to perform a wide variety of tasks.

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Product type Course
Published in May 2017
Publisher Packt
ISBN-13 9781788296724
Length 982 pages
Edition 1st Edition
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Authors (3):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
Raymond Chun Hing Lo Raymond Chun Hing Lo
Author Profile Icon Raymond Chun Hing Lo
Raymond Chun Hing Lo
William Lo William Lo
Author Profile Icon William Lo
William Lo
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Chapter 9. Particle Systems and Animation

In this chapter, we will cover:

  • Animating a surface with vertex displacement
  • Creating a particle fountain
  • Creating a particle system using transform feedback
  • Creating a particle system using instanced particles
  • Simulating fire with particles
  • Simulating smoke with particles

Introduction

Shaders provide us with the ability to leverage the massive parallelism offered by modern graphics processors. Since they have the ability to transform the vertex positions, they can be used to implement animation directly within the shaders themselves. This can provide a bump in efficiency if the animation algorithm can be parallelized appropriately for execution within the shader.

If a shader is to help with animation, it must not only compute the positions, but often we need to write the updated positions for use in the next frame. Shaders were not originally designed to write to arbitrary buffers (except of course the framebuffer). However, with recent versions...

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