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Advanced Procedural Rendering in DirectX11 - CEDEC 2012
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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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  • 1. ● ● ● ●●●●
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  • 6. d = Box(pos)Box(pos, size){ a = abs(pos-size) - size; return max(a.x,a.y,a.z);}
  • 7. d = Box(pos)c = fmod(pos * A, B)subD = max(c.y,min(c.y,c.z))d = max(d, -subD)
  • 8. 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)
  • 9. d = Box(pos)e = fmod(pos + N, M)floorD = Box(e)d = max(d, -floorD)
  • 10. d = Box(pos)e = fmod(pos + N, M)floorD = Box(e)floorD = min(floorD,holes())d = max(d, -floorD)
  • 11. 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)
  • 12. 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)
  • 13. 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)
  • 14. LightingTone mapping
  • 15. Deferred texturingGod rays
  • 16. ●●●● ● ● ●
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  • 23. ●● (Imagine it in 3D)
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  • 38. ● ●●  ● ● ●●
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