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James McCombe co-founder and CTO of Caustic Graphics discusses and demonstrates the CausticRT™ raytracing system for fuzzy effects, including ambient occlusion, glossy reflections, and depth-of-field. James also covers the CausticOne™ architecture, and primitive & texture support in the Q&A session.

In the demonstration, CausticRT raytraces the scene at VGA resolution, with 4 ambient occlusion samples. All geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with the CausticRT™ development system today.

Scene Description:
==================
* 5M triangles.
* 2 Audi R8 car models, each 1.8M triangles
* 100% ray traced primary+secondary rays.
* 100% procedural GLSL shaders with many layers of Perlin noise.
* 100% HDR pipeline.
* All textures are differential driven, trilinear filtered.
* Bump mapping.
* Differential based shader anti-aliasing by default.

Video produced by Bay Area Pictures (www.bayareapictures.com)
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