Using a compute shader for an adaptive particle system

Author:

,Onufriienko D. M.

Abstract

The article proved the hypothesis of high efficiency of using a compute shader for a particle system being capable of tracking and adapting to other objects in a space of the game environment. A comparative description of the performance of the adaptive particle system based on CPU and GPU computing with additional optimization methods was given.

Publisher

Lviv Polytechnic National University

Reference18 articles.

1. Living Particles. https://assetstore.unity.com/packages/vfx/particles/spells/living-partic....

2. Particle system. https://docs.unity3d.com/ScriptReference/ParticleSystem.html.

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4. Brodtkorb A. R., Hagen T. R., Shulz C., Hasle G. GPU computing in discrete optimization. Part II: Survey focused on routing problems. EURO journal on transportation and logistics. 2 (1-2), 159-186 (2013).

5. Dickinson С. Unity 2017 Game Optimization: Optimize all aspects of Unity performance. Birmingham, Packt Publishing Ltd. (2017).

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