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damma
09-11-2008, 09:27 AM
I have a particle system which emits a million particles at the same time. I am using GPU Sort to sort these particles and render them back to front with respect to the user. The particles are traveling at different velocities. I am sorting the particles over multiple frames. I do not want to sort the particles in a single frame as sorting is expensive and I want my application to be real time. So the user sees some artifacts as the particles are sorted gradually. Can anyone suggest a method so that the artifacts could be at the minimum ?

gumby
09-11-2008, 10:47 AM
Use additive alpha blending and don't sort at all.

Ilian Dinev
09-13-2008, 08:57 AM
Playstation1 type sorting

damma
09-16-2008, 12:18 PM
thanks for the solution. Additive alpha blending does give less objectionable but good results.

damma
09-16-2008, 12:22 PM
what do you mean by playstation 1 type sorting ? Could you provide me some links where I can read about it ?

rapheal
09-16-2008, 07:05 PM
if the particle is screen pixel size, just use depth test is OK. i have rendered transparent volume with particles, it looks good.

Ilian Dinev
09-18-2008, 12:48 AM
http://www.exaflop.org/docs/naifgfx/naifsort.html

http://www.google.bg/search?hl=en&client...%22&btnG=Search (http://www.google.bg/search?hl=en&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=aXt&q=psx+primitive+sorting+%22ordering+table%22&btnG=Search)

http://hitmen.c02.at/html/psx_faq.html


You might want to order by 1/AverageZ (more like 1000/AverageZ)