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MS shows Displacement Mapping @ GDC - With MATROX ! (translated) Part 1

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  • MS shows Displacement Mapping @ GDC - With MATROX ! (translated) Part 1

    Here's that Japanese page translated

    Video card of Game Developers Conference report DirectX 9 correspondence first as for feature from MATROX?

    Session: March 19th - March 23rd (local time) Opening area: San Jose MC$enery Convention Center and the like The Microsoft DirectX Day (the or less MSDXDay) it could provide session in the American California state San Jose in the Game Developers Conference which is in the midst of holding from 19 days to 24 days. Charles Boyd person of Microsoft personal business group product manager As for the MSDXDAY, rather than calling information disclosure for the press, the technical course meaning being agreeable for the game developer is strong completely, because as for sponsorship the Microsoft, as for the listening person also the lecturer where the game developer rises to the center and on the platform is the game developer, just, it has become the concept which " depends, on the developer of the developer, such as the conference for the developer ". The among these the Charles Boyd person of the Microsoft personal business group product manager " the Next Generation 3d Gaming Technology (concerning the next generation 3d game technology)" with did the specification of DirectX 9 and the demonstration of the technology in the session which is said.

    - The territory of the new photo reality 3d graphics which " displacement mapping " opens up As for being released first with demonstration of DirectX 9, displacement mapping (the Displacement Mapping) with it was the image due to the technology which is called. Concretely the character picture of several hundred polygons, by the fact that displacement mapping is applied, becomes something which very has complicated form with real...... with it was something which is said. When you say, the simple character real becomes form, the automatic polygon interpolation mechanism " TRUFORM " which the ATI RADEON8500 series supports (N-PATCH) and the like the person who is associateen they probably are many things. If you say this directly, in order the rectilinear character model to be formed with living thing curved line, it is something which rendering is done. With completely another approach from this, to convert to the form which becomes independent rather vis-a-vis the geometry which the character model has it is possible displacement mapping. There is the meaning, Displacement= displacement and conversion, but displacement mapping being what ones? Considerably, if rough expression is done, it can extended edition of bump mapping. Bump mapping is called the height map, it is something of the image that it sticks unevenness to plane surface, unevenness was expressed (or housed that releasing line map) making use of texture, but as for displacement mapping the unevenness information the polygon data processing (conversion) is done on the basis of...... with it becomes the image which is said. At the highest only the dynamic range of 8 - 16bit integer there was unevenness information of bump mapping, but because the unevenness information which can be applied with displacement mapping is the 32bit floating point, it means to be able to express rather complicated form. With demonstration, the numbers of polygons being few, it made of the form and the like of the rib bone come out which comes to the surface in the chest board of the character which the ‚Á ‚Ø ‚è is done, the numbers of apexes were few and harasssed and in order the cord head to modify in the form which had the smooth contour line showed. Real it changes to the character model by the fact that the very simple mesh model picture applies displacement mapping. As for displacement mapping one among eyeball functions of DirectX 9. Logograph of the MATROX meaning shines deeply under the right, but as expected....... Animated picture < 873KB > Animated picture < 618KB > Actualization method of concrete form modification seems that differs every GPU, but when actualizing the N-PATCH, it is thought the ecad tessellation the way (polygon division) the mechanism is utilized. That character being in the distance, when being visible small and the like, dropping the precision of displacement mapping automatically, it seems that also the mechanism of the dynamic LOD and the like which makes the operational quantity is offered. Furthermore, with DirectX 9 as for applying plural displacement mapping to one object simultaneously you say it is not possible. The kind of mechanism which synthesizes two forms seems that becomes support after the DirectX 10. Simply, when you verified in the Boyd person, as for combined use with the bump mapping being possible, when it applies the bump mapping which utilizes the ƒvƒƒOƒ‰ƒ}ƒuƒ‹ƒVƒF[ƒ_ to skin expression of the character, in the visual demonstration which really showed first, must be.

    - It standardizes version of the ƒvƒƒOƒ‰ƒ}ƒuƒ‹ƒVƒF[ƒ_ to " 2.0 " The programmable apex ti ƒF - the ƒ_ (the PVS), the ƒvƒƒOƒ‰ƒ}ƒuƒ‹ƒsƒNƒZƒ‹ƒVƒF[ƒ_ (the PPS) it is pulled up together to version 2.0 concerning the version of the ƒvƒƒOƒ‰ƒ}ƒuƒ‹ƒVƒF[ƒ_ which is one of the highest interest things where it confronts DirectX 9. With DirectX 8.1 former 1.1, latter 1.4 calls imbalance had become relationship, but version number is standardized and becomes the shape which will be been clear. Furthermore, the DirectX originally, while " being different the hardware absorption ", the expectation which is born as API which operates to high speed, the fee char which with DirectX 8.1 is supported in NVIDIA system and ATI system to polarization became the feeling which is converted. With DirectX 9 including reflection point to this, for the singing/stating ‚¤ " the full compatible of the time before the PVS1.1 and the time before the PPS1.4 makes ƒvƒƒOƒ‰ƒ}ƒuƒ‹ƒVƒF[ƒ_ 2.0 support indispensable ", it was declared. Concerning the PVS2.0 it mentions later, but because as for the PPS2.0 as for the PPS1.4 becoming the base it is clear, the GPU " R300 " which is succession of the ATI RADEON system which full corresponds in the PPS1.4 as for the possibility the implement of doing the PPS2.0 is high.

    - Branch instruction subroutine call is supported in the PVS, the GPU evolves more and more to CPU like With the PVS2.0 large-scale order addition was done, how, divergence, was decided with that subroutine / call instruction is supported. As for divergence receiving the relative order result, binary condition (the TRUE/FALSE) divergence is possible. However, it is limited to lower direction. Also subroutine order is similar specification. The fact that it is the subroutine, is the case that it is stack operation, but jump outside the stipulation which operated stack and recurrent structure is not supported. Also construction of the loop structure which used the loop control register being possible in branch instruction, maximum of 16 heavily the loop is possible, but as for passing through from the loop there is the restriction that it is not possible. With say, while the PVS which is limited to the logic where the dependency is little, with the relationship which had become the instruction set where the degree of freedom where the dependency is high at a stroke is high, reached the point where it can actualize complicated apex flow, arithmetic unit of the PVS (the ALU) as for the number of transistors it is thought it increases. Because the dual apex ƒVƒF[ƒ_ of the GeForce4 Ti the dependency of the apex program is low, very it is the case that performance of 2 times occurs, but if with the GPU of DirectX 9 correspondence unit is increased simply, throughput probably will stop limiting rises with. In such sense, more and more you can call the GPU it has become CPU like. In regard to the PPS the point which comes to the point of being permitted you can list to maximum depth 4 dependence reading as the strengthening point. It forms index value from a certain operational result, texture (with does not say from that value and as for being the picture, it is the case that the numeric data have entered but) to refer to, it removes new index value and it means that...... with the control was said is permitted up to depth 4. It was not shown to concrete use example, but so far being soft and high-level above, it suggested that complicated shading becomes possible. Furthermore, with the PPS2.0 branch instruction is not supported unlike the PVS2.0. The fact that divergence is supported with the PPS must be when it is the prospect that it becomes the PPS3.0. When with the PPS3.0 furthermore the index register is supported, with thing, this and, it becomes the program execution system where the dependency is high. In order the implement to do the PPS3.0, this and it probably means that the number of suitable transistors becomes necessary.
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  • #2
    Creme Egg McFlurry

    Mods: Possible to merge http://forums.murc.ws/showthread.php?s=&threadid=32007 onto this?

    P.
    Meet Jasmine.
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