Simple job system using standard C++

After experimenting with the entity-component system this fall (sorry there is no blog for that yet), I wanted to see how difficult it would be to put my other unused CPU cores to good use. I never really got into CPU multithreading seriously, so this is something new for me. The idea behind the entity-component … Continue reading Simple job system using standard C++

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Scalable GPU Fluid Simulation

Let's take a look at how to efficiently implement a particle based fluid simulation for real time rendering. We will be running a Smooth Particle Hydrodynamics (SPH) simulation on the GPU. This post is intended for experienced developers and provide the general steps of implementation. It is not a step-by step tutorial, but rather introducing … Continue reading Scalable GPU Fluid Simulation

Easy Transparent Shadow Maps

Supporting transparencies with traditional shadow mapping is straight forward and allows for nice effects but as with anything related to rendering transparents with rasterization, there are corner cases. The implementation is really simple once you have implemented shadow mapping for opaque objects. After the opaque shadow pass, we must render the transparents into a color … Continue reading Easy Transparent Shadow Maps

Optimizing tile-based light culling

Tile-based lighting techniques like Forward+ and Tiled Deferred rendering are widely used these days. With the help of such technique we can efficiently query every light affecting any surface. But a trivial implementation has many ways to improve. The biggest goal is to refine the culling results as much as possible to help reduce the … Continue reading Optimizing tile-based light culling