Recorded from Unity
The seahorse asset was purchased from sketchfab.
Houdini's scatter SOP is one of the most popular nodes. By storing i@sourceprim and v@sourceprimuv from the reference mesh, and by using primuv() function, we can make point cloud stick on animated mesh. I implemented the same tool with compute shaders and with GPU instancing in Unity. It scattered points on mesh, relaxed the points' position to evenly distribute the density, and made the points animated with skinned mesh.
Houdini's scatter SOP is one of the most popular nodes. I implemented a same function in Unity. It scattered points on mesh, relaxed the points' position to evenly distribute the density and made the points animated with skinned mesh.
By counting the cell ids, the neighbors cells were detected analytically in the cell grid.
With the
I developed a neighbor search algorithm to run the point relaxation. Two buffers were used for inserting and for traversing points in cells.
I used the InterlockedExchange function in order to avoid the racing