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).
Duration (minutes)
45
What is needed
Nothing special, only a space with a screen/projector to show demo.