Advanced DX11 Shading with vvvv
This workshop has been video captured
This workshop was prime time! Participants got get the answers to all hardcore questions on DirectX11 shading had have ever been confronted with. Our host Vux is mainly responsible for the implementation of all the DX11 features in vvvv and disclosed a couple of secrets that can not be found in any documentation.
What happened in the workshop?
In the workshop, we looked into DirectX11 low level features, showed advanced usage of fixed pipeline (Rasterizer, Samplers, Blending…), as well as Shading pipeline (Tesselation, Geometry shaders).
Who was the target audience of the workshop?
This workshop addressed advanced users who wanted to get a deeper understanding of the DirectX11 pipeline. Anyone who wanted to learn more advanced features about low level DirectX11 rendering techniques.
What did attendees of the workshop learn?
- Geometry/Streamout/Tesselation shaders
- DepthStencil/Blend/Rasterizer advanced usage
- Interaction between standard rendering and compute pipeline.
- Advanced resources usage (overlapping resources, uav only rendering, multi resources, volumes)