TressFX11 v2.0 (November 2013)
The TressFX11 sample shows how to use AMD’s TressFX hair rendering technology for rendering and simulating hair. TressFX uses volumetric self shadowing, transparency, and antialiasing to render individual strands of realistic looking hair. It also uses the GPU to accelerate the physics simulation of each hair.
Version 2 changes: rendering is now deferred, much improved performance, numerous bug fixes, better self-shadowing, scalability options, modular code, porting guide document included. TiledLighting11 v1.1 (November 2013)
This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred. Both methods support high numbers of dynamic lights while maintaining performance. They use DirectCompute to divide the screen into tiles and quickly cull lights against those tiles.
In addition to standard point and spot lights, this sample supports shadow-casting lights. It also extends tiled light culling to work with alpha-blended geometry. Finally, virtual point lights (VPLs) can be spawned to approximate one-bounce global illumination, as seen in AMD’s Leo Demo.
Version 1.1 changes: documentation updated. Catalyst drivers 13.9 or later include a profile for this SDK sample to ensure MSAA performance is optimal.