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|Session Name:||Asteroids Mesh Shading with DX12 (Presented by NVIDIA)|
|Track / Format:||Programming|
|Overview:||NVIDIA will discuss the practical implementation of "in-pipe" GPU culling and level of detail alogithms with Turing's new mesh shading technology. They will use the context of the DX12 Asteroids demo to demonstrate how programmable shading for geometry topology will revolutionize the rasterization pipeline.|