This sample demonstrates how to implement a simple GPU-based particle system. It also shows how to perform depth buffer collisions as well as sorting the particles on the GPU for correct blending of rasterized billboards.
The sample also shows an alternative technique to rasterization that leverages DirectCompute to render the particles in tiles in a compute shader.
View GPUParticles11 sample on GitHubMethods include multisample antialiasing (MSAA), supersample antialiasing (SSAA) and enhanced quality antialiasing (EQAA).
Requirements
- AMD Radeon™ GCN-based GPU (HD 7000 series or newer).
- 64-bit Windows® 7 (SP1 with the Platform Update), Windows® 8.1, or Windows® 10.
- Visual Studio® 2012, Visual Studio® 2013, or Visual Studio® 2015.