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Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle Simulation in Compute"
"Cinematic Depth of Field":
Karl Hillesland (AMD) will explore a solution for high quality yet practical depth of field that leverages compute to overcome some of the previous bottlenecks commonly associated with this technique.
"Advanced Particles, Fluid and Cloth using DirectX Compute":
Hammad Mazhar (NVIDIA) and Richard Tonge (NVIDIA) discuss how particles have many uses, from low to high complexity: non-colliding sparks, shell casings colliding against the ground, particle-particle collision for rigid debris, particle grids for cloth, up to fluid dynamics. Now that Async Compute allows us to utilize otherwise wasted GPU cycles, it is attractive to move more and more of these effects to D3D Compute. Hammad and Richard provide a sequence of successively more complicated D3D compute particle effects. They start from a non-interacting particle system, adding effects until they reach unified debris, cloth and fluid simulation, noting the incremental GPU cost of each.
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