7 ms·
That's something the demoscene loves to do. There's a few ways to do it, but what's usually done is to have a large bitmap filled with random values that's acce
by CountHackulus 13y ago
That's something the demoscene loves to do. There's a few ways to do it, but what's usually done is to have a large bitmap filled with random values that's accessed by a function of threadID and current pixel (or whatever other info you have handy). Essentially, the large bitmap acts as a precalculated PRNG.
- incision 13y ago>There's a few ways to do it, but what's usually done is to have a large bitmap filled with random values that's accessed by a function of threadID and current pixel (or whatever other info you have handy). Do you have any good links that elaborate on this kind of technique? I had an idea that sounds a lot like this once, but being fairly ignorant about the topic I had no idea what to call it or how to implement it. Thanks.
- CountHackulus 13y agoThis is probably the simplest article about the subject: http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/ http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-r...