NVIDIA: Keep GS shaders short. ATI: Free ALUs in GS because of export rate ... NVIDIA: 12 scalar ALUs per TEX on NV HW. Can also be interpolators-limited! ...
Maths & Technologies for Games DirectX 11 New Features Tessellation & Displacement Mapping CO3303 Week 19 Today s Lecture Direct3D 11 New features Direct3D ...
Clean starting point for future evolution of the API. Limited market short-term ... Do the same in probe passes to get multiple light bounces. Advanced D3D10 Rendering ...
Defines a scalar field in 3D-space. Isosurface S is a set of ... To compute swizzled offset, just interleave x, y and z bits. Linear walk vs swizzled walk ...
Inspired in both NVIDIA and ATI. Not exact to either pipeline ... ATI R520/NVidia G70. Framebuffer. ATTILA OpenGL Driver. ATTILA Simulator. Framebuffer ...
Leverage hardware filtering for lookup. Why not done before? Requires depth at current frame ... Address calculation. Time t. Time t 1. Hit or miss? Time t ...
Accelerating Real-Time Shading with. Reverse Reprojection Caching ... 2Hong Kong University of Science and Technology ... Shading every frame anew is wasteful ...
All object handles are converted to interfaces so can be Released ... Requires dmap and nmap data to be synched -can't tile independently. D-Map Usage Scenario B ...
Desktop And Presentation Impact On Hardware Design. Kam VedBrat. Lead Program Manager ... Design for throughput. Composition can be memory intensive ...
procedural albedo. Values required in multiple passes. color in depth of field or motion blur ... Fully compute albedo in first pass. For each remaining pass ...
Pocos detalles t cnicos (referencias al final de la presentaci n) ... Commandos Strike Force (Pyro Studios) 31000 ficheros. 12 GB. NextGen en desarrollo (Pyro Studios) ...
Culling reduced odds of detecting the scene was inside the rook, fogging hid few ... Culling & Render Order. Remember that transparent objects must be drawn ...
Wrap around(-ish) - Back = black - Mid = 0.5 * front - Almost correct. Less lights ... AA was added late in the project - Lights & textures were already in ...
Light POV = light point of view. Placing the viewer where the light is ... Use extra freedom in the projection. Frustum doesn't have to look sensible! ...