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Particle self repulsion 3d dx11

Author: sanch
Date: 12 Aug, 2014
Category: effect
Credits:

Compute particle self repulsion in 3d with velocity gravity ...

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1-Self repulsion particle 3D.zip
12 Aug, 2014 - 15:45
better rendering with sphere instancing
0-Self repulsion particle 3D.zip
11 Aug, 2014 - 23:59

Description

Compute particle self repulsion in 3d with velocity gravity ...

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microdee
12 Aug, 2014 - 00:14

niiice! this will be the first thing to do tomorrow!

tekcor
12 Aug, 2014 - 08:53

Cool.. Is it related to the nbodies cs from the nvidoa dx11 sdk?

mrboni
12 Aug, 2014 - 12:11

@microdee - Reckon you could use marching cubes to mesh this?

sanch
12 Aug, 2014 - 12:52

Before marching cube , the best will be to implement radix sort for the particle colision detection , it will improve performance and allow higher particle count. It's not related to nbody .

some inspiration http://vimeo.com/94622661 https://www.youtube.com/watch?v=6WZZARzpckw

sanch
12 Aug, 2014 - 15:49

i'm gona try to implement bitonic sorting since it seams easier

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