Particle System Simulation and Rendering on the Xbox 360 GPU

Abstract :-
Particle systems are an important technique for rendering a certain class of “fuzzy” object in 3D graphics in general, and games in particular. This thesis presents a particle system simulated and rendered entirely on the GPU found in Microsoft’s Xbox 360® console, including sorting on the GPU to support correct rendering of non-commutative rendering modes, and geometry amplification for rendering non-point primitives. Continue reading Particle System Simulation and Rendering on the Xbox 360 GPU