Sunday 29 August 2010

Realtime Shader Project - C++/DirectX/HLSL

2 comments:

  1. Hi,
    I'm trying to make a reallistic grass effect with directX 9 and shader HLSL.
    Your project is really amazing and I would like to ask you some help for improved mine.
    For now, I have create a cloud of cross grass billboard like in this example :
    http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html
    I'm trying now to apply on this cloud a wind effect translation.
    This is an example of what I have done (Quality of the video doesn't reflect the real quality of my project, CamStudio sucks...) : http://www.youtube.com/watch?v=3TylIoaFQSM
    Can you shared me some advices or scientific papers that you have used for your own project?
    You can contact me on this adress : welsch.clement@gmail.com
    Thank a lot for your help and your comprehension.
    Clement

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    Replies
    1. Hey, sorry I took a while to respond, I don't check blogspot very often.

      This demo is actually just using a really inefficient fur shader, I altered the texture coordinates using something along the lines of 'sin(time*timeScale)*(windScale*height)' offsetting time by a different arbitrary amount for x and y to create the wind effect . For the actual fur shader, I think I based it on this:
      http://www.xbdev.net/directx3dx/specialX/Fur/index.php

      But I'd recommend trying to find something better, even with quite a few optimisations, this was pretty much maxing out my PC with a fairly small area.

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