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SSAA11 DirectX® 11 SDK Sample
This sample demonstrates some of the ways in which to reduce scene aliasing without using a post process technique.
This sample demonstrates some of the ways in which to reduce scene aliasing without using a post process technique.
This SDK sample implements PN Triangles and Phong tessellation. It also shows how to optimize performance by using adaptive tessellation techniques.
This sample presents a technique for achieving highly optimized, user-defined separable filters.
This sample demonstrates a post-process pixel shader technique that applies fullscreen anti-aliasing to an image.
This sample demonstrates how to implement a simple GPU-based particle system.
This sample provides an example implementation of the Forward+ algorithm, which extends traditional forward rendering to support high numbers of dynamic lights while maintaining performance.
The DepthBoundsTest11 sample shows how to use the Depth Bounds driver extension.
This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred.