Question... on the
Noticias3d.com slides on Toy Shop it mentions the Rain and Water effects... is there a chance the processing of the water was done on the GPU instead of the CPU? The "Rendering Realistic Rain" indicates a lot of techniques were mixed to keep the illusion of real rain. It looks FABULOUS... So is this something a GPU can do all on its own?
This slide, specifically, has me scratching my head.
e.g. "Raindrop splashes due to collision with surfaces" -- would not the CPU need to determine this?
"Raindrops falling from edges" -- Similar to GOW, the rain dribbles slower, and larger, off of surfaces. This is amazing IMO.
"Running water" -- again, what type of CPU load is this?
"Droplets & Streaks on windows"
"Smears on Car Windows"
I am not a programmer... so pardon my total ignorance in this area. But, in a nutshell, are the shaders applied independant of the CPU (performance) and use some form of context? When the rain drop falls it is a drop, when it hits the car it becomes a dribble, then it flows down the car, dribbles off the car and into a puddle?
Can all those transitions be handled on the GPU?
What kind of interactivity could we expect from such a scene? To treat the puddles as objects in the world interactive with the player you would need the CPU, right?
Real basic questions... but very interesting stuff!