This technique also allows for adding one bounce global illumination effects by spawning virtual point light sources where light strikes a surface. The end result is a per-pixel or per-tile list of lights that forward-render based shaders use for lighting each pixel. Specifically, this demo uses DirectCompute to cull and manage lights in a scene. The Leo demo showcases a real-time, DirectX® 11 based lighting pipeline that is designed to allow for rendering scenes made of arbitrarily complex materials (including transparencies), multiple lighting models, and minimal restrictions on the number of lights that can be used - all while supporting hardware MSAA and efficient memory usage. This D3D11 demo uses Bullet for physics and Fmod for the sound. Seems AMD ditched the Trinigy engine used in the previous HK2207 tech-demo. This tech-demo is based on a (home-made?) engine in version 3.3 (build 1). AMD has released a Direct3D 11 tech-demo to showcase the performance of Radeon HD 7900 series.
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