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NVIDIA Hair Direct3D 11 Tech Demo
Real-time Hair Rendering on the GPU
Simulating and rendering realistic hair with tens of thousands of strands is something that until recently was prohibitively expensive for real-time use.
In this demo we show to render realistic hair with high geometric complexity in real-time on the GPU. Amongst cover topics including efficient creation and rendering of high amounts of geometry for hair (essential for creating realistic hair especially when in motion), shading, self-shadowing, level of detail, and important performance optimizations. We also talk about how to use next-generation hardware tessellation to make creating and rendering hair much more intuitive and efficient.
NVIDIA Island Direct3D 11 Tech Demo
This is the Island Demo. This demo includes water with realistic and physically simulated waves.
Both demos (island and hair) are based on hardware tessellation, one the big feature of D3D11 / SM5 GPUs and have been shown during GTX 400 launch.
...The maximum temperature I've recorded while running that particular benchmark is 81 degrees Celsius where as Battlefield: Bad Company 2 consistently get my HD5870 to 84-85 degrees. I also noticed that the Call of Prypiat benchmark takes a while to heat up my card, with the maximum temperature being recorded towards the end of the run. In comparison, Bad Company 2 gets my GPU to it's maximum temperature within seconds of starting a game.
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