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	<title>Comments on: Particle Geometry</title>
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	<link>http://www.gamerendering.com/2009/09/15/particle-geometry/</link>
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		<title>By: admin</title>
		<link>http://www.gamerendering.com/2009/09/15/particle-geometry/comment-page-1/#comment-3034</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 27 Oct 2009 21:44:33 +0000</pubDate>
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		<description>Thanks for sharing that info. Yes, rendering to a texture smaller than screen size is a trick used more and more now. I will probably write an article about it and what filters can be used to upsample the texture (if needed).</description>
		<content:encoded><![CDATA[<p>Thanks for sharing that info. Yes, rendering to a texture smaller than screen size is a trick used more and more now. I will probably write an article about it and what filters can be used to upsample the texture (if needed).</p>
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		<title>By: John Watkins</title>
		<link>http://www.gamerendering.com/2009/09/15/particle-geometry/comment-page-1/#comment-3032</link>
		<dc:creator>John Watkins</dc:creator>
		<pubDate>Tue, 27 Oct 2009 17:02:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=669#comment-3032</guid>
		<description>Humus has a great article on automated generation of best fit geometry for particle textures to reduce overdraw (http://www.humus.name/index.php?ID=266).  Another great way to reduce overdraw is render particles to a lower resolution render target using a downsampled depth buffer, and composite this with the main scene.  This chapter from gpu gems 3 (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html) contains details on doing this, although the stencil-masking/high res step is often not needed/worth it for the performance cost.</description>
		<content:encoded><![CDATA[<p>Humus has a great article on automated generation of best fit geometry for particle textures to reduce overdraw (<a href="http://www.humus.name/index.php?ID=266)" rel="nofollow">http://www.humus.name/index.php?ID=266)</a>.  Another great way to reduce overdraw is render particles to a lower resolution render target using a downsampled depth buffer, and composite this with the main scene.  This chapter from gpu gems 3 (<a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html" rel="nofollow">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html</a>) contains details on doing this, although the stencil-masking/high res step is often not needed/worth it for the performance cost.</p>
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		<title>By: Johannes Spohr</title>
		<link>http://www.gamerendering.com/2009/09/15/particle-geometry/comment-page-1/#comment-2905</link>
		<dc:creator>Johannes Spohr</dc:creator>
		<pubDate>Tue, 15 Sep 2009 14:31:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=669#comment-2905</guid>
		<description>When using point sprites, the GPU generates texture coords for you. You can modify those in the vertex shader, so you don&#039;t have to use a fragment shader. You can also use texture matrices for rotations, but then you get the same rotation for every point sprite.</description>
		<content:encoded><![CDATA[<p>When using point sprites, the GPU generates texture coords for you. You can modify those in the vertex shader, so you don&#8217;t have to use a fragment shader. You can also use texture matrices for rotations, but then you get the same rotation for every point sprite.</p>
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