The Technology Behind the Elemental Demo - Unreal Engine
The Technology Behind the Elemental Demo - Unreal Engine
The Technology Behind the Elemental Demo - Unreal Engine
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Specular Sampling 2/2<br />
Reference<br />
� Up-sample pass using Dispatch()<br />
� Scatter passes use DispatchIndirect()<br />
Advances in Real-Time Rendering in<br />
3D Graphics and Games Course<br />
Half Res Refinement<br />
Point Queue<br />
Adaptive Result<br />
uint Pos = 0;<br />
InterlockedAdd(State[STATE_Count], 1, Pos);<br />
InterlockedMax(State[STATE_ThreadGroupCountX], (Pos+63)/64); // saves one pass<br />
RWScratchColors[Pos] = (ThreadId.y