{"id":875,"date":"2014-09-01T05:59:46","date_gmt":"2014-09-01T05:59:46","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=875"},"modified":"2014-10-02T11:07:05","modified_gmt":"2014-10-02T11:07:05","slug":"billboards-and-particle-rendering","status":"publish","type":"post","link":"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/","title":{"rendered":"Billboards and particle rendering"},"content":{"rendered":"<p><a href=\"http:\/\/www.geeks3d.com\/\">Geeks3D <\/a>recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader.<\/p>\n<ul>\n<li><a href=\"http:\/\/www.geeks3d.com\/20140807\/billboarding-vertex-shader-glsl\/\">Simple billboarding vertex shader (GLSL)<\/a><\/li>\n<li><a href=\"http:\/\/www.geeks3d.com\/20140815\/particle-billboarding-with-the-geometry-shader-glsl\/\">Particle billboarding with the geometry shader (GLSL)<\/a><\/li>\n<li><a href=\"http:\/\/www.geeks3d.com\/20140828\/test-particle-rendering-point-sprites-vs-geometry-shaders-sprites\/\">(Test) Particle rendering: point sprites vs geometry shader sprites<\/a><\/li>\n<li><a href=\"http:\/\/www.geeks3d.com\/20140929\/test-particle-rendering-point-sprites-vs-geometry-instancing-based-billboards\/\">(Test) Particle rendering: point sprites vs geometry instanced based billboards<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Geeks3D recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader. Simple billboarding vertex shader (GLSL) Particle billboarding with the geometry shader (GLSL) (Test) &hellip; <a href=\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[17],"tags":[561,340,52,152,285,560,539,341],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Billboards and particle rendering &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Billboards and particle rendering &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"Geeks3D recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader. Simple billboarding vertex shader (GLSL) Particle billboarding with the geometry shader (GLSL) (Test) &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\" \/>\n<meta property=\"og:site_name\" content=\"Light is beautiful\" \/>\n<meta property=\"article:published_time\" content=\"2014-09-01T05:59:46+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2014-10-02T11:07:05+00:00\" \/>\n<meta name=\"author\" content=\"Julien Guertault\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Zavie\" \/>\n<meta name=\"twitter:site\" content=\"@Zavie\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Julien Guertault\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\"},\"author\":{\"name\":\"Julien Guertault\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"headline\":\"Billboards and particle rendering\",\"datePublished\":\"2014-09-01T05:59:46+00:00\",\"dateModified\":\"2014-10-02T11:07:05+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\"},\"wordCount\":63,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"keywords\":[\"comparison\",\"geometry shader\",\"GLSL\",\"particle\",\"performance\",\"point sprites\",\"test\",\"vertex attribute\"],\"articleSection\":[\"Rendering\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\",\"url\":\"https:\/\/lousodrome.net\/blog\/light\/2014\/09\/01\/billboards-and-particle-rendering\/\",\"name\":\"Billboards and particle rendering &ndash; 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