It is pretty much Helge's pixel particles but implemented through (slower)
ICE implementation. Basically it uses barycentric coordinates to get the
equivalent position in a 2d (uv) and 3d (xyz) triangle.

I remember some bottlenecks like:


   - Having to create a triangulated clone of the geometry, because it
   makes difference to how stuff works in 2d. I rember trying to avoid it with
   all my efforts, but it was useless...
   - Outputing locations instead of positions was a problem, but now
   thinking about it I cant remember why. It should be quite possible with
   reinterpret location on geo, right? I dont know...

It should be fairly documented if you want to dive into it (at least that
is how I recall it).

Reply via email to