GPU Particles

GPU Particles

Since the 1983 "Star Trek II - The Wrath of Khan" movie - Particle Systems have formed an animation standard in computer graphics. Nowadays most of computer generated animations and simulations make use of particle mechanics. In this workshop we’ll give you a detailed overview of the different use cases of a modern particle system and its internal structure. We will discover the behaviors of various irregular types of natural phenomena, such as fire, smoke, waterfalls or fog.

In the second part of the workshop we will design a highly modularized particle system from scratch. We will give you a detailed overview of the different stages of a particle system like emitters, forces and collision detection and how all this will fit into DirectX11´s Shader Pipeline.

Beyond that we’ll be glad to realise your ideas.

Audi Urban Electronics, Peking 2014, Design: Eno Henze / Code: Ingolf Heinsch

Presumed knowledge

Requirements

30 of 30 booked

Possible Tickets:

Regular Day Pass Friday --> Regular Friday Pass
Regular Week Pass
Regular Friday Pass
Company Week Pass
Company Friday Pass
Event Type: 
Workshop
Level: 
Hardcore
Seats: 
30
Time Slots: 
Friday Morning
Friday Afternoon
Location: 
Naxoshalle, Middle