Unsolved Problems and Opportunities for High-quality, High-performance 3-D Graphics on a PC Platform

9/17/98


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Table of Contents

Unsolved Problems and Opportunities for High-quality, High-performance 3-D Graphics on a PC Platform

Untamed Challenge of 3D

3D is Unique - It’s not going to be “good enough” anytime soon

Graphics Processors Are Complex

The 3D pipeline

3D graphics is easy! (“Solved” Problems)

What’s so hard? (“unsolved” problems)

Where are the bottlenecks in graphics?

Geometry Throughput

Typical vertex data format

Backface Culling

Triangle Strips/Fans/Meshes

Other Early Culling Optimizations

Pixel Throughput

A Useful Equation for Fill Rate Consumed (my definition)

Example Fill Rate Requirements

Geometry Representation

Curved Surfaces

Subdivision Surfaces

Displacement Maps

Geometry Compression

Texture Filtering

“The Problem”

“Area” Sampling

Weighted Sampling

Mip Mapping

Trilinear MipMap Interpolation

Trilinear MipMap Sampling

Trilinear Filtering

Anisotropic Filtering

Multiple Anisotropic Samples (bilinear)

TEXRAM (footprint assembly)

Footprint Assembly (bilinear)

Footprint Assembly (bilinear)

Footprint Assembly (bilinear, other LOD)

Footprint Assembly (trilinear)

AnisotropicTM Filtering flavors

Microsoft Talisman Anisotropic

Anisotropic Filtering

Perspective correction

“Better” Anisotropic

Texture Filtering Cost vs. Quality

Trilinear Filtering

Anisotropic Filtering

Per Pixel Operations

Texture-based Shading

A Lighting Equation

Using Texture Maps for Lighting

Example: Using Texture Maps for Reflection

Bump Mapping

Quake 2 and beyond...

PPT Slide

PPT Slide

PPT Slide

PPT Slide

PPT Slide

PPT Slide

PPT Slide

Antialiasing (supersampling)

Antialiasing Approaches

Order-independent Transparency

Major Architectural Shifts

Why not integrated DRAM/chunking (yet)?

The Wheel of Progress

What’s new in Microsoft DX6

Looking ahead…

Looking ahead…Polygon rate vs. Multi-texture rate

Conclusions

Author: David Kirk

Email: davidk@nvidia.com

Home Page: http://www.nvidia.com/