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		<title>Cycling 74  &#187;  Topic: field lookup on GPU ??</title>
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		<pubDate>Wed, 19 Jun 2013 08:44:59 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-49995</guid>
					<title><![CDATA[field lookup on GPU ??]]></title>
					<link>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-49995</link>
					<pubDate>Sun, 25 Apr 2010 20:46:25 +0000</pubDate>
					<dc:creator>Joost Rekveld</dc:creator>

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						<![CDATA[
						<p>Hi gurus,</p>
<p>I&#8217;m preparing a new project and when surveying the options I was wondering if such a thing as field lookup is possible on the GPU.<br />
I was imagining some kind of agents based model where agents can be gently pushed by a field that they are helping to shape. For this to work on the GPU I&#8217;d need some way that the output of a fragment shader can be input to a vertex shader, ideally in the form of texture values at vertex locations.<br />
Am I imagining a holy grail here ? I suppose this is not possible because I&#8217;d imagine it would have been all over the place ?</p>
<p>kind regards,</p>
<p>Joost.</p>
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					<guid>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179486</guid>
					<title><![CDATA[Re: field lookup on GPU ??]]></title>
					<link>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179486</link>
					<pubDate>Mon, 26 Apr 2010 04:59:53 +0000</pubDate>
					<dc:creator>efe</dc:creator>

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						<p>Hello Joost:<br />
there is this thread discussing particle systems inside shaders:</p>
<p><a href="http://kineme.net/Discussion/DevelopingCompositions/sourcesparticlesystemsglslshader" rel="nofollow">http://kineme.net/Discussion/DevelopingCompositions/sourcesparticlesystemsglslshader</a></p>
<p>For what you want to do I would rather use java or c. Do you want to apply any specific algorithm to the model?</p>
<p>Emmanuel</p>
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					<guid>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179487</guid>
					<title><![CDATA[Re: field lookup on GPU ??]]></title>
					<link>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179487</link>
					<pubDate>Tue, 27 Apr 2010 00:49:45 +0000</pubDate>
					<dc:creator>nesa</dc:creator>

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						<![CDATA[
						<p>Hi Joost,</p>
<p>what you need is probably not what I imagine, but on the modern nvidia/ati graphic cards it&#8217;s totally possible to sample a texture within a vertex shader.</p>
<p>It works the same way it works in fragment shader &#8211; vec4 c = texture2DRect(tex0, texcoord0).</p>
<p>let me know if you need more info!</p>
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					<guid>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179488</guid>
					<title><![CDATA[Re: field lookup on GPU ??]]></title>
					<link>http://cycling74.com/forums/topic/field-lookup-on-gpu/#post-179488</link>
					<pubDate>Tue, 27 Apr 2010 04:08:42 +0000</pubDate>
					<dc:creator>efe</dc:creator>

					<description>
						<![CDATA[
						<p>Hello Nesa:<br />
I would declare textures on the vertex shader in the case of a displacement map(correct me if I am wrong please!) but I am not sure if that is the best way to get an agent based model.<br />
Otherwise, using texturing within the vertex shader is called &#8216;Vertex Texture Fetch&#8217;<br />
<a href="http://developer.nvidia.com/object/using_vertex_textures.html" rel="nofollow">http://developer.nvidia.com/object/using_vertex_textures.html</a><br />
using HLSL:</p>
<p><a href="http://catalinzima.spaces.live.com/blog/cns%213D9ECAE1F2DC56EF%21193.entry" rel="nofollow">http://catalinzima.spaces.live.com/blog/cns%213D9ECAE1F2DC56EF%21193.entry</a></p>
<p>Emmanuel</p>
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