Hiago desena
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Final Scene
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Screen Space Ambient Occlusion
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Diffuse Color
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Normals
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This is a demo was created in my own custom engine using c++ and DirectX11. A simple demo showcasing my CPU cloth simulation and rendering.

My graphics engine has a whole content pipeline set up to support cloth. My engine can take FBX files that are created using a third party software such as Maya and then importing that mesh into a specific cloth format for the engine to using. Cloth is very special and the result looks wonderful. We want cloth to look exactly how our artist would want them to look and feel, thus we have to take special care when simulating them. Creating the pipeline for using cloth allows users to easy go from Maya to engine. Seeing result easy and quick for fast progress.

As you seen in the video and the image above the normals being calculated are very hard and such take a way from the smooth look of cloth. The CPU wonderful but for the future i wish to move this cloth pipeline to the GPU using compute shaders. This will allow users to insert more cloth in the scene with little slow-down.
clothdemo_hiagodesena.zip
File Size: 65522 kb
File Type: zip
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