Nvidia 6200 256MB PCI-Express 11186 ユーザーズマニュアル
製品コード
11186
CineFX 3.0: The Next Wave of Stunning Visual Effects
TB-01206-001_v01
4
03/26/04
The new flow control includes these capabilities:
¾
¾
New instructions (IFC/BREAKC, IF/BREAK/CALLNZ)
A unified eight-deep stack for return addresses and address registers:
A unified eight-deep stack for return addresses and address registers:
Branch, call
Push, pop address register
Push, pop address register
Condition code selection
Displacement Mapping
Programmers can also take advantage of a new CineFX 3.0 capability—vertex
processing with textures—to bring more depth and realism to every component,
surface, and character in a scene. In real time, texture information can be mapped
onto vertices with simple-to-use texture load-to-register instructions. This
technique, also known as displacement mapping, eliminates the smooth surfaces
that developers were either forced to work around with pixel shader level techniques
(like bump mapping) or to leave as smooth surfaces in their 3D environments.
Displacement mapping takes computer-generated worlds a step closer to being
visually on par with the worlds captured on film. Subtle changes in a model’s
geometry can have greater visual impact because each vertex can interact with all the
various lights in a scene, with only a very small computational cost as compared to
previous 3D generation techniques.
In Figure 2, notice the initial model without displacement mapping. The image on
the left shows a dinosaur head with part of the 3D model of mesh highlighted. The
image on the right represents a material color applied to a 3D model of the same
head.
processing with textures—to bring more depth and realism to every component,
surface, and character in a scene. In real time, texture information can be mapped
onto vertices with simple-to-use texture load-to-register instructions. This
technique, also known as displacement mapping, eliminates the smooth surfaces
that developers were either forced to work around with pixel shader level techniques
(like bump mapping) or to leave as smooth surfaces in their 3D environments.
Displacement mapping takes computer-generated worlds a step closer to being
visually on par with the worlds captured on film. Subtle changes in a model’s
geometry can have greater visual impact because each vertex can interact with all the
various lights in a scene, with only a very small computational cost as compared to
previous 3D generation techniques.
In Figure 2, notice the initial model without displacement mapping. The image on
the left shows a dinosaur head with part of the 3D model of mesh highlighted. The
image on the right represents a material color applied to a 3D model of the same
head.
Figure 2. Dinosaur head with part of 3D model of mesh
highlighted (left), and with material color applied
(right).