DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
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Updated
Dec 28, 2024 - C
DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
OSG render bins for transparent geometry
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
It's just a test program for depth peeling.
Depth peeling for point clouds.
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