Quiet around here, isn’t it?
That’s because I’m going to be speaking at GDC 2012 about advanced procedural rendering in DirectX 11! (So I’m saving all the good material for that. Sorry.)
I’ll be talking about how we’ve used D3D11′s features to handle things like mesh generation and fluid dynamics for our upcoming demos, to give us huge advancements over our old DX9 engine – and in a way that you might consider practical enough to start thinking about for future game titles.
For those who are just starting on DX11 or are only thinking about it I’ll also try and give an overview of building blocks you really need to know about for tackling problems with compute efficiently, like stream compaction and prefix sums, and where they fit into actual real-world problems like implementing marching cubes, smoothed particle hydrodynamics and mesh smoothing.
Or you could just come and look at the pictures.
Thursday March 8th, 4:00- 5:00pm Room 2009, West Hall, 2nd Floor. Be there. We’re going to be doing shots off the front of the stage after every other slide, so bring some salt.