Program: Real Time Procedural geometry techniques

Real Time Procedural geometry techniques
Lecture
Duration: 45 min.
Thursday, 18 May 2017 | 17:45 > 18:30 2017-05-18T17:45:00.000Z | Main Room Lectures
A fundamental aspect of graphics involves processing geometry.
In this talk we will start with a bit of theory on how geometry is represented in order to be presented on the screen.
We will look at various techniques that allows us to first generate initial shapes (Primitives, Splines) , then how to apply operators (Noise, Displacement maps) to increase details and complexity.
To achieve this, we will looks at simple CPU data structures to advanced GPU accelerated features (Geometry/Tesselation shaders, Compute shaders).
In this talk we will start with a bit of theory on how geometry is represented in order to be presented on the screen.
We will look at various techniques that allows us to first generate initial shapes (Primitives, Splines) , then how to apply operators (Noise, Displacement maps) to increase details and complexity.
To achieve this, we will looks at simple CPU data structures to advanced GPU accelerated features (Geometry/Tesselation shaders, Compute shaders).
Author
- Julien is a Programmer from France, working as a freelancer into several media projects, from small to large scale interactive installations.
He his a contributor to the software vvvv, adding various features like DirectX11 rendering, physics and other various tools.
His main interests are GPU programming, rendering, user interaction.LINKS