Summary
As you gain more experience with GLSL, you’ll often find the need to integrate multiple techniques into the same system to achieve the results you’re looking for. When working with custom particle systems, this can mean utilizing GLSL in multiple locations, including for the positioning and movement of particles, as well as the way that they appear in the final render. In other cases, multiple complex movement functions from different sources can be used together to generate a more unique result.
In this capstone, Jack DiLaura will walk you through building a GLSL compute shader-based particle system that brings together several techniques from a variety of sources, generating curl noise-like movement patterns with hundreds of thousands of particles. You’ll get the chance to practice skills you’ve picked up in the GLSL series of workshops, as you work with the GLSL TOP to generate particle position, velocity, and colour.
Instructors
Jack DiLaura
Course contents
- Set up for compute shader: Setting up GLSL TOPs as compute shaders enables parallel GPU computations, important for graphics and simulations.
- Working with shader uniforms: Shader uniforms allow real-time shader adjustments, improving interactivity in graphics applications.
- Using feedback loops: Feedback loops reuse rendered frames for effects, important for dynamic and visually rich applications.
- Curl noise positioning function: Implementing curl noise in GLSL creates efficient motion patterns, useful for dynamic visual effects.
- Modifying curl noise functions: Modifying curl noise with alternative functions allows for unique effects and customized simulations.
- Generating particle colours: Using GLSL to dynamically generate particle colors enables complex effects and visual depth.
- Rendering 3D spheres: Rendering particles as 3D spheres enhances realism and visual appeal in particle systems.
- Applying post-processing: Post-processing improves visual quality, applying effects for professional-grade visuals.
