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Overview:
This sample implements displacement mapping by ray tracing through geometry extruded from a base mesh. The sample uses Direct3D 10 and the geometry shader to extrude prisms which are then decomposed into three tetrahedra for each triangle in the mesh. The pixel shader ray traces through the tetrahedra to intersect the displacement map. The diffuse color and normal values are then calculated for this point and used to set the final color of the pixel on screen.
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| Format: | Webcast |
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