advanced procedural rendering in directx11 - cedec 2012

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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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Page 1: Advanced Procedural Rendering in DirectX11 - CEDEC 2012
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Box(pos, size)

{

a = abs(pos-size) - size;

return max(a.x,a.y,a.z);

}

d = Box(pos)

Page 9: Advanced Procedural Rendering in DirectX11 - CEDEC 2012

d = Box(pos)

c = fmod(pos * A, B)

subD = max(c.y,min(c.y,c.z))

d = max(d, -subD)

Page 10: Advanced Procedural Rendering in DirectX11 - CEDEC 2012

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)

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d = Box(pos)

e = fmod(pos + N, M)

floorD = Box(e)

d = max(d, -floorD)

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d = Box(pos)

e = fmod(pos + N, M)

floorD = Box(e)

floorD = min(floorD,holes())

d = max(d, -floorD)

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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)

Page 14: Advanced Procedural Rendering in DirectX11 - CEDEC 2012

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)

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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)

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Lighting

Tone mapping

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Deferred texturing

God rays

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(Imagine it in 3D)

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