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Warp wrote:
> Orchid XP v8 <voi### [at] dev null> wrote:
>> Also, how about random number generation? Is this "easy" to do on a GPU?
>
> Even if pixel shaders didn't have some RNG available (I don't know if
> they have), a simple linear congruential generator should be rather
> trivial to implement.
>
> (OTOH that means that the LCG would have to store the seed somewhere
> so that the next time the shader is called it can use it. Again, I don't
> know if that's possible. There could well be parallelism problems with
> that.)
Yeah, that's going to be the fun part - getting each PRNG to produe a
different stream. Maybe it could be seeded from pixel coordinates or
something...
>> Could you do something like rendering millions of tiny semi-transparent
>> polygons of roughly 1-pixel size?
>
> Why would you want to do that?
The idea being to scatter polygons around using a geometry shader,
rather than trying to implement the IFS as a pixel shader. I don't know
if it would work well though.
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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