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NEW DX10 tech demo

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פורסם

****עריכה****

מצאתי את הלינק היום, ומסתבר שהוא לא הכי חדש.

מנהלים יקרים - אם קיים כבר פתיל בנושא אודה לכם אם תנעלו את זה.

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http://www.projectlan.de/download,file,140,1,28.htm

BOTH x86 and x64 inside !

dx10techdemo22jz1.jpg

VARIANCE SHADOW MAPS DEMO

Andrew Lauritzen

University of Waterloo / RapidMind Inc.

REQUIREMENTS:

- Any reasonably modern CPU/RAM

- Windows Vista

- A Direct3D 10 capable video card

NVIDIA GeForce 8 series card recommended

- DirectX Redist April 2007

Available free from http://www.microsoft.com (search for the above)

- Visual C++ 2005 Redistributable Package

Available free from http://www.microsoft.com (search for the above)

NOTES ON VIDEO CARDS:

This demo has been developed and optimized for NVIDIA GeForce 8 series cards. While it should work on any card supporting Direct3D 10, it will run significantly faster on the GeForce 8 series due to their superior architecture and feature set.

Many of the techniques here could be made to work on Direct3D 9 and shader model 2.0 cards, but with increased implementation effort and poorer performance:

1. Dynamic branching is used extensively to avoid costly texture reads and computation. These instructions can often simply be removed or replaced by predication, but performance will suffer greatly.

2. Derivative instructions are used to estimate the texture filter-widths. This could be replaced by a technique such as the one described by Matt Pharr in GPU Gems: "Fast Filter-Width Estimates with Texture Maps".

3. int32 is the best format for the summed-area table, providing significantly more precision than fp32.

4. Texture arrays are used for efficient rendering of the PSSM splits. This could be replaced by either dynamic branching (to chose a texture) or multi-pass rendering of the splits with reduced performance.

NOTES ON USER INTERFACE CONTROLS:

The user interface was designed to allow full control over all relevant parameters of the shadowing system. It makes *no* attempt to constrain the parameters to "reasonable" values and thus allows ridiculous settings which will often produce correspondingly-ridiculous results.

The UI is designed for developers to use in conjunction with the accompanying article, which will contain thorough discussion of the various techniques and options used in the demo.

KNOWN ISSUES:

None so far.

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ובנוסף - שתי תמונות שלקחתי עכשיו :

dx10techdemocw1.jpg

dx1022rb2.jpg

פורסם

התמונה הראשונה נראת אמיתי מאוד אבל השנייה כמו ממשחק מלפני 5 שנים.

פורסם

רואים כבר למי זה מיועד, לשוק הקטן שיש לו כרטיס מסך DX10.

ארכיון

דיון זה הועבר לארכיון ולא ניתן להוסיף בו תגובות חדשות.

דיונים חדשים