First NVIDIA HDR+AA TechDemo
看板VideoCard (顯卡板)作者orinsinal (Eternal Sunshine)時間19年前 (2006/03/09 23:19)推噓0(0推 0噓 0→)留言0則, 0人參與討論串1/1
為了對抗ATi X1K Series 對HDR+AA的宣傳,NVIDIA為7900GTX製作了新的展示Demo
Factoids: 31 Render Passes
150 Instructions for initial shader (each layer of rendering)
300 Instructions for HDR motion blur
http://www.nzone.com/object/nzone_geoforms_home.html
Key Features
HDR with Antialiasing - Using one of several techniques to achieve high
dynamic-range (HDR) lighting simultaneously with multi-sample antialiasing,
this scene is rich in bright lights, glows, and reflections, while still
having beautifully soft antialiased edges.
HDR Motion Blur - Stunning motion blur is enabled by the ultra-fast shading
core of the NVIDIAR GeForceR 7900 graphics processing unit (GPU), with far
fewer blending artifacts due to depth testing for every sampled pixel.
Bright spots become bright streaks as the GeoForms fly through space.
HDR Lens Flare - Just like in the real world, the lens can become awash with
a light flare when looking at intensely bright areas. This is a HDR
technique rather than using old-fashioned sprites.
Real-time "Depth Peeling" Refraction - Up to 4 layers of transparent surfaces
are visible through each other, with no sorting of polygons or shapes - the
GPU uses a depth peeling technique to put the "underneath" layers down first.
Sub-Surface Light Scattering - By rendering the geometry into multiple
high-precision buffers the depth of the GeoForms can be determined,
permitting light to scatter through them as it does through marble, onyx,
wax, or skin.
Procedural Texturing - By compositing several samples from simple 3D noise
volumes, complex and turbulent shading patterns emerge, such as marble veins,
procedural bumpmaps on the 3D surface, and an ever-changing cubic environment.
--
※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 140.113.91.154
※ 編輯: orinsinal 來自: 140.113.91.154 (03/10 00:43)
VideoCard 近期熱門文章
PTT數位生活區 即時熱門文章