Ppt Dx10

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SEMINAR ON “ DIRECT X10:THE NEXT GENERATION GRAPHICS API ”

CONTENTS :INTRODUCTION ORGANIZATION 1.

2. 3. 4. 5. 6.

New Architecture Designed For High Performance Shader Model 4.0 Geometry Shader + Stream Output HLSL 10 Other Improvements Next Generation Effects

BENEFITS OFFERED CONCLUSION

INTRODUCTION:         

MATERIAL MANAGEMENT & LOAD BALANCING TRICKS ONUS OF GRAPHICS CPU OVERHEAD WDDM GREATER DETAIL SCENES-BETTER SHADOWS REALISTIC FACIAL EXPRESSION RICHER SCENES WITH VOLUMETRIC EFFECTS (CLOUDS & WEATHER EFFECTS) ACCURATE REFLECTIONS ( CHOPPY SEAS & WATER BODIES) PROCEDURAL EFFECTS (DYNAMIC CHANGES TO A GAME) MOTION BLURRING (IN OBJECT SPACE)

Images showing pockmarked skin,detailed facial expression,Detailed eyes and lips,clouds,scattering light,choppy seas and water bodies.



New Architecture Designed For High Performance

Overcoming High API Overhead DX10-A New ‘ Ground Up’ Architecture 1.Reduce cost draw calls & State Changes by Redesigning 2.Reduce CPU Dependence 3.More work done in one command

New Runtime Validation and Reduce draw calls.

Les CPU Intervention

Texture Array,Predicted Draw(Occlusion Query)

Do more with each command Batch mode-Reducing cost of state management

Constants Buffers

2.Shader Model 4.0 Unified Shading Architecture

No need to spend time working around stage-specific limitations

More Texture

Liberating artists from the tedious work of creating texture atlases (packing small individual textures into a large texture ).

Two New HDR Format

The first format, R11G11B10, is optimized to be used as a floating-point render target. The second floating-point format, RGBE, is designed for floating-point textures . New formats allow high dynamic-range rendering without the high storage and bandwidth costs.

3.Geometry Shader First time allow data to be generated on the graphics processor. GPU process existing data to one that can generate and manipulate data at incredible speeds. Data amplification & minimization two features make the geometry shader exceptionally powerful . Ability to generate & destroy particle ,system can run exclusively on the GPU. Particles begin their life in the geometry shader and are new particles are streamed out for animation. After period of time, their brightness starts & geometry shader deletes them from the system.  

4.HLSL 10 Constant buffers for fast constant updates, DirectX 10 supports a total of 16 constant buffers per shader program, each capable of holding 4096 constants. Shader programs require the use of constants to define various parameters such as the position and color of lights, the position of the camera, During rendering, these constants often require updating, Update in unison based on the frequency of use . Integer and bitwise instructions for more generalized computation, Switch statements for flexible shader-based instancing. This makes programming easier for shaders that execute a large number of paths . über-shader can apply different effects to material depend on it’s ID.

5.Other Improvements: -

 

Alpha to Coverage- Partially transparent alpha values are resolved using multisample antialiasing . Outdoor games with heavy use of foliage will benefit greatly from this feature . Using alpha to coverage, leaf edges in alpha textures receive the smoothing effects of antialiasing. Shadow Map FilteringWith shadow map filtering, arbitrary samples of the shadow map can be read and blended to create soft, realistic shadows.

 

6.Next-Generation Effects:-

Next-Generation Instancing: 

Earlier instancing means a world of clones. DX 10’s allow each object to have its own personality.Because of it’s textures, switch statements , constant buffers, object will breathe and live a life of its own.

Procedural Growth Simulation :Now with DirectX 10 and the geometry shader, the world can be rendered with life growing, changing, and decaying. Older branches grow thicker and intricate new branches are generated.

Benefits offered by DirectX10 include:-

•A

brand new Geometry Shader added between the vertex and pixel shader. •Increased efficiency. •Less overhead on the processor. •Virtualized

•Shader

memory for the GPU.

model 4.0 that has a broader instruction set and offloads more work to the GPU. •Video cards will all have the same basic architecture. •Increase in memory texture. •More life like material and characters (Animated fur,vegetation,softer & sharper shadows). •Richer scenes and complex environments (Thicker forest, larger armies,Dynamic & ever changing in game scenarios). •Realistic motion blurring(V effect & Realistic smokes and clouds ). •Realistic reflections/refractions on water, cars & glass. •Reduced load on CPU. •Reroutes bulk of graphics processing to CPU.

Conclusion: DirectX 10 is the most significant step forward in many years for graphics. By being the first to fully support all the features of DirectX 10, NVIDIA has once again proven to be the definite platform for DirectX. With powerful features like geometry shaders, stream output, and texture arrays, it will be now possible to render scenes of unprecedented scale, detail, and dynamism.  

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