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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

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