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SEMINAR

ON

“ DIRECT X10:THE NEXT


GENERATION GRAPHICS API ”
CONTENTS :-
INTRODUCTION
ORGANIZATION

1. New Architecture Designed For High Performance


2. Shader Model 4.0
3. Geometry Shader + Stream Output
4. HLSL 10
5. Other Improvements
6. 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 Filtering-
With 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 memory for the GPU.
•Shader 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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