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Advanced Procedural Rendering in DirectX11 - CEDEC 2012
 

Advanced Procedural Rendering in DirectX11 - CEDEC 2012

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The CEDEC version of Advanced Procedural Rendering in DirectX11.

The CEDEC version of Advanced Procedural Rendering in DirectX11.
Some sections shortened for time slot / translation. New material added about GPU raytracing and order independent transparency.

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    Advanced Procedural Rendering in DirectX11 - CEDEC 2012 Advanced Procedural Rendering in DirectX11 - CEDEC 2012 Presentation Transcript

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    • d = Box(pos)Box(pos, size){ a = abs(pos-size) - size; return max(a.x,a.y,a.z);}
    • d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))d = max(d, -subD)
    • d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))subD = min(subD,cylinder(c))subD = max(subD, Windows())d = max(d, -subD)
    • d = Box(pos)e = fmod(pos + N, M)floorD = Box(e)d = max(d, -floorD)
    • d = Box(pos)e = fmod(pos + N, M)floorD = Box(e)floorD = min(floorD,holes())d = max(d, -floorD)
    • d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))subD = min(subD,cylinder(c))subD = max(subD, Windows())e = fmod(pos + N, M)floorD = Box(e)floorD = min(floorD,holes())d = max(d, -subD)d = max(d, -floorD)
    • pos.y = frac(pos.y)d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))subD = min(subD,cylinder(c))subD = max(subD, Windows())e = fmod(pos + N, M)floorD = Box(e)floorD = min(floorD,holes())d = max(d, -subD)d = max(d, -floorD)
    • pos.xy = frac(pos.xy)d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))subD = min(subD,cylinder(c))subD = max(subD, Windows())e = fmod(pos + N, M)floorD = Box(e)floorD = min(floorD,holes())d = max(d, -subD)d = max(d, -floorD)
    • LightingTone mapping
    • Deferred texturingGod rays
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