ON
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.