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
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