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INTRODUCTION:

In the part 1 of this project ,the following features have ben implemented :

  • Calculating forces between all interacting bodies
  • The same, but with shared memory
  • Vertex shader code to render a height field
  • Fragment shader code to light that height field
  • Geometry shader code to create screen facing billboards from rendered points
  • Fragment shader code to render those billboards like spheres with simple diffuse shading

In the Part 2 of this Project, a flocking simulation has been created. In order for the flocking to work, it is a combination of Allignment, seperation and cohesive velocities. The above 3 velocites are calculated based upon the position and velocities of each object with every other object within a confined neighbourhood radius.


Video :

Flocking Video


Screen Shots:

Planetary Simulation alt tag

Flocking Simulation alt tag


PERFORMANCE EVALUATION

The performance evaluation for the simulation was done by comparing fps while using global memory and shared memory.

alt tag

Here intially when the number of bodies are less, the contribution of shared memory for the increase in fps is not so significant. But once the number of bodies are increased more than 1000 we need a significant contribution of using shared memory over global memory

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