Let's try to understand the shaders a little better! Tour detail: Where should we look for code? shaders directory ray tracing common directory nvpro_core Alright, something we did before: Add normals to an object Let's look at the animation demo This uses a compute shader to transform the vertex buffer Let's look at the compute shader Clever transformation Good one to remember for demos (wavy inflated Mario?) But what about replacing it with one of ours? Say, exploding a torus or monkey head? Where the normals live Then we can apply them Inflating vs. exploding models and normal vectors The texture bit: There isn't really a demo of this, but we can do it Material file contains reference to texture They've really put some effort into the object loading That does "waste" memory, but it'll be handy Raising the object up, and BLAS transformations If that all worked already: Does it work rasterized? Can we make them get farther apart as they spin? Lab today: Will probably take forever due to shortage of GPUs Very little coding though! Tutorial scavanger hunt! Turn the plane green Make the bison (wuson?) move backwards Change the number of wuson Make the original wobbly thing blue and growing