Massive Particle System
This example demonstrates generating and rendering millions of particles entirely on the GPU using Compute Shaders.
Overview
A compute shader generates a noise buffer of up to ~179 million points directly in GPU memory. The buffer is converted to a point cloud mesh and rendered in Points mode with a corner-color gradient texture.
Note: This example requires approximately 2 GB of available VRAM. Reduce the noise buffer size for lower-spec hardware.
Key concepts
- Compute Shaders: Generate massive amounts of data directly on the GPU without CPU involvement. Here, a noise buffer fills GPU memory with random particle positions each frame.
- Pointcloud to Mesh: Interprets the GPU buffer as XYZ coordinates and produces renderable geometry.
- Post-processing: Edge blur applies a multi-pass Gaussian blur with Sobel edge detection. Motion blur uses a persistent feedback buffer for temporal smearing.
Data flow
- A compute shader generates the noise particle buffer on the GPU
- Pointcloud to Mesh builds geometry from the buffer
- A corner-color gradient provides the texture
- Model display renders the points
- Edge blur and motion blur ISF Shaders are applied as post-processing
Try it
Open this example to see a massive GPU-generated particle system with dynamic blur effects.
Learn more
- Compute Shaders - GPU compute for data generation
- ISF Shaders - Interactive Shader Format for GPU effects
- LFO - Low-frequency oscillator for animation
- Model display - 3D mesh rendering process
- Graphics pipeline - How rendering works in ossia score