Nvidia 6200 256MB PCI-Express 11186 Manuel D’Utilisation

Codes de produits
11186
Page de 11
 
 CineFX 3.0: The Next Wave of Stunning Visual Effects
 
 
 
 
 
TB-01206-001_v01 
 
6
 
03/26/04 
 
 
 
Pixel Shader 3.0 
Advancements in CineFX’s technology have raised the capabilities of pixel shaders  
so they’re on par with vertex shader capabilities. With increased control at the pixel 
level, programmers can dramatically enrich their games, bringing more lifelike 
qualities to every character, object, and scene.  
The native 32-bit processing abilities of the GeForce 6 Series of GPUs also increase 
overall pixel shading precision, taking pixel shaders to new levels of unsurpassed 
image quality.  
Infinite-Length Pixel Shaders 
No longer forced to restrict each pixel shader program to 96 instructions, 
programmers are now free from hardware
 limitations, and can implement more 
complex effects at the pixel level. 
Dynamic Flow Control 
Full support for subroutines, loops, and branches—including loop counter registers 
and condition codes—and a new back/face register gives complete control to the 
programmer.  
Flexible Data Support 
Floating point operands can be treated in native 32-bit or optional 16-bit format, 
which are the standard formats in the film industry. Although both modes deliver 
equivalent performance, the 32-bit floating point mode uses twice as much memory 
to store the operands. Programmers can choose between native 32-bit mode and the 
optional 16-bit mode to achieve the required level of precision in each case. Plus, 
they can efficiently manage memory usage in situations where space is a 
consideration. Other data formats are also supported. 
Multiple Render Targets 
Multiple Render Target (MRT) technology allows the pixel shader to save per-pixel 
data in multiple buffers. These buffers can then be used as parameters for 
photorealistic lighting shaders. With this approach, lighting can be applied after all 
the geometry is rendered, and without multiple passes through the scene. This is 
also referred to as deferred shading. Some typical information stored in these kinds of 
surfaces includes position, normal, color, and material
 
                                                      
2
 The operating system or APIs can impose limits, but the hardware is not limited to shader program length.