The document discusses procedural rendering techniques in DirectX 11. It introduces signed distance fields (SDFs) as a useful tool for procedural geometry creation. SDFs define the distance to surfaces and can be used to create complex shapes by combining simple primitives and applying operations like unions and differences. The document shows how SDFs can be generated from triangle meshes or particle systems and used for effects like cutting holes and repeating patterns. It also covers techniques for visualizing SDFs through raycasting and polygonization via marching cubes. The document concludes by discussing how these techniques can be applied to smoothed particle hydrodynamics simulations.