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Coding Adventure: Compute Shaders

Sebastian Lague Mar 14, 2019 17:49
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In this coding adventure I learn about compute shaders by creating a very simple raytracer. I then try use what I've learned to speed up my erosion simulation from the previous episode. If you're enjoying these videos and would like to support me in creating more, you can become a patron here: https://www.patreon.com/SebastianLague The project is available here: (updated version) https://github.com/SebLague/Hydraulic-Erosion (version at time of this video) https://github.com/SebLague/Hydraulic-Erosion/tree/Coding-Adventure-E02 Raytracing article: http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ Compute shader resources I used: https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/ http://kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html https://docs.unity3d.com/Manual/class-ComputeShader.html Music: "Le Grand Chase" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Education
#shader #gpu #coding #programming #ray tracing #procedural generation