SakeTami
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Compute_tube

Hi,

Today topic is about compute geometry. In this example i am generating a tube from a circle in a compute shader.

I notice that rebuilding the primivite directly instead to sample them is a way better approce.

This does not scale properly for complex geometry,  since you can not code a 3D object but you can sample it :-)

Here the code that is actually drawing the tube :

//Sample a texture with 1 row and the width of the shader

vec4 circle = texelFetch(sTD2DInputs[0], ivec2(gl_GlobalInvocationID.x,0), 0);

// here we loop 40 times so write the 40 line we need to in order to build a 40x40 texture

//each iteration we sample a chop and we add that off set to the circle

//yes a tube is just some circle  in line :-)

for (int i = 1; i < 40 ; i++) {imageStore(mTDComputeOutputs[0], ivec2(gl_GlobalInvocationID.x,i), TDOutputSwizzle(circle+vec4(texelFetch(uOffset,i).r,i*.04,0,0)));

My next step is to build a set compute primitive and from there try to implement a simple nodebase phisix system.

I saw a lot of people posting great shaders but than, the "normal" or beginner user get scared and never go deep in reading the code.

I want a tool where you manipulete geometry with nodes in the gpu, what is more fun than that?

Stay tuned,

Unveil_studio is working on a new infrastructure for your creativity.

PEACE,

Simo


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