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by pixelpoet
827 days ago
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There's no lack of "pixel-level performance optimisations" on GPUs, and just because basically the whole world seems to think that graphics programming == using some rasterisation library like OpenGL or DX or Vulkan or whatever for realtime applications, doesn't mean you're forced to use it or that that's all there is. Just fire up OpenCL (or CUDA, if you must) and start executing some data-parallel kernels. |
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As the original simulation shows, the idea is to calculate the difference and proximity of the pixels. So the drawing part is just a projection...
The ease of getting a memory buffer pointer, setting pixels within my calculation loop with simple offsets was very simple and compelling. I think I should look deeper into OpenCL/CUDA for this use-case, as I mentioned in the other response to my comment.
Thanks!