I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.
Take a look to this small shader to simulate water waves. It is built with OpenGL C++ and GLSL and running entirely on GPU. I used some perlin noise algorithms from Ian McEwan. As it is a GLSL shader, it can run everywhere, in a native context, Unity, WebGL, …
It’s 2 o’clock in the morning and I just finished a cool Cinder application.
After testing a C++ library using Microsoft Kinect SDK for some days, I got difficulties to match a Kinect skeleton on the camera image. But now, I think it’s quiet good and I made a tool to calibrate the device in every type of room. So…I built a simple particle emitter following the left hand of the kinect skeleton and put some gravity on it, with floor level.