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TechZone Heading
Workstation Smackdown (Nvidia Quadro DCC review)
Added on: Mon Feb 04 2002
Page: 1 2 4 5 6 7 8 9 10 11 12 13 14 15 

Well Endowed Pixel and Vertex Shaders


And we reach the creamy center of the Quadro DCC, a feature set in use by Max4, Maya4, and soon XSI 2.0, programmable Pixel and Vertex Shaders.

What’s a pixel? You should be ashamed. You call yourself a 3D artist? Or maybe you just accidentally stumbled on 3dluvr thinking it was a porn site.
Here’s a quick review if you’ve forgotten, or just wondered in looking for a skin fix.

A pixel is derived from picture element, which is the basic unit of programmable color on a computer display or image. It's size is defined by the resolution of the display, and its color defined by the RGB scale. (If you didn’t know that, I suggest you go back to mowing lawns, or at least pretend that you already knew it.)

So what’s this mean to you? Nvidia’s pixel shader technology allows for a predefine set of texture operations to be performed on a single pixel.
Per pixel shading engine, four texture operations can occur per pass, allowing for a variety of effects, ranging from simple bump mapping operations, to complex shadow maps and transparency. Below is a list of features possible with these pixel shaders.
Remember these are both programmable and are able to be used with current 3d applications.

  • Shadow Mapping

  • Faster texture loads

  • Image convolution, up to 8x8 symmetric kernels

  • 4096x4096 or 512x512x512 textures

  • Cube map sides can be up to 4096x4096x32-bit

  • YUYV textures (converted to RGB in back end)

  • Full image mode texture support Border colors and border textures

  • Hardware read/write synchronization Pass through colors

  • DX6 bump environment/luminance mapping

  • Simple dependent texture, S,T in alpha/red (AB) and blue/green (BG)

  • Isotropic Bi-Directional Reflectance Distribution Function based lighting (BRDF)

  • Dot product based textures for color or Z

  • True reflective bump mapping




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