Intel Publishes Three Direct3D 11 Demos with Source Code

DirectX 11

Direct3D 11 - Adaptive Volumetric Shadow Maps
Direct3D 11 – Adaptive volumetric shadow maps demo

I tested the demos and they all work on my GTX 480 + R259.09 + Win7 64-bit.

1 – Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows.

Direct3D 11 - Adaptive Volumetric Shadow Maps
Direct3D 11 – Adaptive volumetric shadow maps demo

2 – Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory bandwidth. Multi-sample anti-aliasing (MSAA) is fully supported for all techniques. The tile-based techniques in particular use efficient user-space scheduling to apply per-sample shading to only the edge pixels that require it.

Direct3D 11 - Deferred Rendering for Current and Future Rendering Pipelines
Direct3D 11 – Deferred rendering for current and future rendering pipelines demo

3 – Sample distribution shadow maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage, while removing tedious and ultimately suboptimal parameter tuning. SDSMs run efficiently on modern graphics hardware and produce significantly higher quality shadows than static Z-partitioning schemes. Furthermore, SDSMs save development time since they avoid the manual placement and maintenance of shadow partitions that is typically required by other Z-partitioning schemes.

Direct3D 11 - Sample Distribution Shadow Maps
Direct3D 11 – Sample distribution shadow maps demo


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