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DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
Graphics Core In Windows Vista
Graphics Core In Windows Vista
Graphics Core In Windows Vista
Graphics Core In Windows Vista
Outline The next few years
Outline The next few years
The Situation Today
The Situation Today
The Situation Today
The Situation Today
Direct3D 10 Unleashing the power of the GPU
Direct3D 10 Unleashing the power of the GPU
Direct3D 10 Rebuilt from the ground-up
Direct3D 10 Rebuilt from the ground-up
Direct3D 10 Applications Increasing breadth of applicability
Direct3D 10 Applications Increasing breadth of applicability
Direct3D 10 Features
Direct3D 10 Features
Direct3D 10 Geometry Shader Applications
Direct3D 10 Geometry Shader Applications
Geometry Shader Example Shadow volume generation
Geometry Shader Example Shadow volume generation
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Geometry Shader Example Generalized displacement maps
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Single Pass Render-To-Cubemap
Render-To-Volume
Render-To-Volume
Stream Output Dynamic procedural content example
Stream Output Dynamic procedural content example
Shader Model 4.0 A new level of programmability
Shader Model 4.0 A new level of programmability
Direct3D 10 Performance Doing more in a single call
Direct3D 10 Performance Doing more in a single call
Direct3D 10 GPU material management
Direct3D 10 GPU material management
Direct3D 10 Performance Maximizing bandwidth efficiency
Direct3D 10 Performance Maximizing bandwidth efficiency
Consistency
Consistency
No Caps In Direct3D 10
No Caps In Direct3D 10
Direct3D10: An Inflection Point
Direct3D10: An Inflection Point
Direct3D 10 Status
Direct3D 10 Status
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond
The Next Step: “Direct3D 10
The Next Step: “Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Direct3D 10
Call To Action
Call To Action
Additional Resources
Additional Resources
© 2006 Microsoft Corporation
© 2006 Microsoft Corporation
DirectX Graphics: Direct3D 10 and Beyond
DirectX Graphics: Direct3D 10 and Beyond

Презентация: «DirectX Graphics: Direct3D 10 and Beyond». Автор: . Файл: «DirectX Graphics: Direct3D 10 and Beyond.ppt». Размер zip-архива: 4216 КБ.

DirectX Graphics: Direct3D 10 and Beyond

содержание презентации «DirectX Graphics: Direct3D 10 and Beyond.ppt»
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1 DirectX Graphics: Direct3D 10 and Beyond

DirectX Graphics: Direct3D 10 and Beyond

Sam Z. Glassenberg Lead Program Manager Graphics Platforms Unit Microsoft Corporation

2 Graphics Core In Windows Vista

Graphics Core In Windows Vista

Microsoft- written code

IHV-written code

WPF

DWM

PIX

Media Foundation

MIL

GDI

Legacy D3D APIs

DX VA

D3D9

D3D9 Ex

Direct3D 10

DXGI

OpenGL

OpenGL ICD

Common pipeline (DDI)

User-Mode Driver

User Mode

Kernel Mode

Win32 Kernel

DXG Kernel

Kernel-Mode Driver

3 Graphics Core In Windows Vista

Graphics Core In Windows Vista

Direct3D 10

4 Outline The next few years

Outline The next few years

Direct3D 10 and Direct3D “10.1” Design Imperatives Features and Capabilities Applications

5 The Situation Today

The Situation Today

No single graphics hardware target CPU-bound games and applications Bandwidth and CPU cycles are the bottleneck in multiple areas (physics, AI) Large amount of CPU resources spent directing the GPU

6 The Situation Today

The Situation Today

No single graphics hardware target CPU-bound games and applications Bandwidth and CPU cycles are the bottleneck in multiple areas (physics, AI) Large amount of CPU resources spent directing the GPU GPU overly-specialized

7 Direct3D 10 Unleashing the power of the GPU

Direct3D 10 Unleashing the power of the GPU

Consistency – guarantee a common feature-set with strict requirements Performance – Render MORE objects, materials, clutter, vegetation, shadows with LESS CPU cycles, stalls, and bandwidth cost Visual Effects – unprecedented graphics Capability – empower the GPU to handle a new series of applications

8 Direct3D 10 Rebuilt from the ground-up

Direct3D 10 Rebuilt from the ground-up

Direct3D 10 changes the way applications think about… Material management GPU State, constants, shaders, … CPU/GPU load-balancing Vastly reduced API/driver overhead More robust GPU capability CPU-like precision and behavior requirements

9 Direct3D 10 Applications Increasing breadth of applicability

Direct3D 10 Applications Increasing breadth of applicability

Cutting-edge Windows Vista games Workstation graphics Image, video, and data processing

10 Direct3D 10 Features

Direct3D 10 Features

Texture Arrays Format Reinterpretation Stream Output Resource Views Input Assembler Immediate offset on Memory Access Integer/Bitwise Instructions Comparison Filtering Constant Buffers State Objects

Shared-Exponent HDR Compression (RGBE) Block-Compressed Formats for bump/normal maps 128 texture slots 8 Render targets More interstage communication Instance, Vertex, Primitive identifiers Per-primitive Clip distance Predicated Rendering Alpha-to-Coverage Multisample Readback Better cubemap filtering Input Assembler …

Vertex Buffer

Input Assembler

Index Buffer

Vertex Shader

Texture

Geometry Shader

Texture

Stream Output

Rasterizer/ Interpolator

Pixel Shader

Texture

Depth/Stencil

Output Merger

Render Target

11 Direct3D 10 Geometry Shader Applications

Direct3D 10 Geometry Shader Applications

Full control over the whole triangle All-GPU Material Systems Better materials Hi-quality interpolation and derivatives Wrinkle models Cartoon and falloff effects Geometry/data amplification Fur/Fins Procedural geometry/detailing All-GPU Particle Systems Data visualization techniques Wide lines and strokes …

Geometry Shader

12 Geometry Shader Example Shadow volume generation

Geometry Shader Example Shadow volume generation

13 Geometry Shader Example Generalized displacement maps

Geometry Shader Example Generalized displacement maps

Normal mapping (Direct3D 9)

14 Geometry Shader Example Generalized displacement maps

Geometry Shader Example Generalized displacement maps

Displacement Mapping (Direct3D 10)

15 Single Pass Render-To-Cubemap

Single Pass Render-To-Cubemap

Geometry Shader

16 Single Pass Render-To-Cubemap

Single Pass Render-To-Cubemap

17 Render-To-Volume

Render-To-Volume

Geometry Shader

18 Stream Output Dynamic procedural content example

Stream Output Dynamic procedural content example

19 Shader Model 4.0 A new level of programmability

Shader Model 4.0 A new level of programmability

Common Shader Core Full integer/bitwise instruction set Massively parallel image and data processing Custom decompression schemes Buffer Load – CPU-like unfiltered memory access Switch statements and subroutines No limits More interstage registers, samplers, textures Unlimited instruction count

20 Direct3D 10 Performance Doing more in a single call

Direct3D 10 Performance Doing more in a single call

Set a bulk of render state with state objects Render to an entire cubemap/volume Render multiple specialized objects using advanced instancing features Generate procedural detail Juggle multiple materials in a single shader

21 Direct3D 10 GPU material management

Direct3D 10 GPU material management

Render a multitude of unique materials without taxing the CPU Unlimited instruction length Switch statements Texture arrays Geometry shader Constant buffers Access to material descriptions

22 Direct3D 10 Performance Maximizing bandwidth efficiency

Direct3D 10 Performance Maximizing bandwidth efficiency

Constant Buffers Update shader constant data (light positions, material info, camera info, etc.) in bulk, only when needed Streamlined GPU resource update mechanisms Fast CPU readback via staging New compression formats

23 Consistency

Consistency

Strictly-defined, consistent behavior throughout IEEE floating-point compliance (almost) Precise FP32 sampling/blending/math/conversion rules; i.e. FP32 shader ops – precise to 1.0 ULP FP32 to Integer – precise to 0.6 ULP per op FP16 blending – precise to 0.6 ULP per op 32-bit blending required Exact line/triangle/anti-aliased drawing rules

24 No Caps In Direct3D 10

No Caps In Direct3D 10

Direct3D 10 Optional Format Support >1 Sample MSAA 32-bit FP filtering RGB32 Rendertarget (RGBA32 is required) Hardware (and applications) will scale on perf, not feature selection Increases breadth of applicability Performance is critical for a good experience

25 Direct3D10: An Inflection Point

Direct3D10: An Inflection Point

The API exposes Direct3D 10-class hardware Performance-focused API No downlevel hardware support Clean and consistent API All features guaranteed Direct3D 10 takes full advantage of WDDM Direct3D 10 is Windows Vista/WDDM-only WDDM-basic guaranteed to Direct3D 10 developers

User Mode

Application

User-Mode Driver

Direct3D

Kernel Mode

DXGKml

Kernel-Mode Driver

Graphics Hardware

GPU Mem Mgr.

GPU Scheduler

26 Direct3D 10 Status

Direct3D 10 Status

Hardware spec frozen for over a year First publicly-available Tech Preview in December 2005 Aligned with Windows Vista CTP’s Updates bimonthly Direct3D 10 Beta in Windows Vista Beta 2 RTM in Windows Vista Currently underway IHV driver development Conformance test development Launch titles

27 DirectX Graphics: Direct3D 10 and Beyond
28 The Next Step: “Direct3D 10

The Next Step: “Direct3D 10

1”

29 Direct3D 10

Direct3D 10

1 Design imperatives

Incremental hardware and software update to Direct3D 10 Strict superset of Direct3D 10 features API support for Direct3D 10 and 10.1 hardware

30 Direct3D 10

Direct3D 10

1 Goals

Guarantee WDDM 2.1-level capability to developers and end-users Lower CPU overhead Massive datasets Increase capability and performance “Complete” Direct3D 10 Boost image quality: Improved anti-aliasing

31 Direct3D 10

Direct3D 10

1 Features Full anti-aliasing control

Application control over: Multi-sample AA (smooth edges) or Super-sample AA (smooth edges and interior) Selecting sample patterns Pixel coverage mask High-quality vegetation, motion blur, particles… Minimum of 4 samples/pixel required

32 Direct3D 10

Direct3D 10

1 Features Increased pipeline and shader capability

Improved shader resource access Greater control over MSAA readback Custom downsample filters Improved shadow filtering Float32 filtering requirement Better HDR Enhanced blending Independent blend modes per-rendertarget New blend-able rendertarget formats Increased pipeline precision

33 Direct3D 10

Direct3D 10

1 Features Performance enhancements

Enable applications to further exploit multicore for rendering Fewer API calls for reflections and refractions Support for indexable, generalized cubemap arrays

34 Call To Action

Call To Action

Invest in performant Direct3D graphics – end-user value scales with performance Not just games! (but games will look much better) Direct3D 10 and WDDM for 2007 Direct3D 10.1 and WDDM 2.1 for “next”

35 Additional Resources

Additional Resources

DirectX Developer Center http://msdn.microsoft.com/DirectX Direct3D 10 Tech Preview Available in the DirectX SDK Includes ~25 samples and tutorials – with videos Direct3D 10 reference rasterizer, documentation, tools… Game Developer Conference 2006 and PDC 2005 Direct3D 10 presentations Related sessions Future Directions in Graphics WDDM v2 and Beyond

36 © 2006 Microsoft Corporation

© 2006 Microsoft Corporation

All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.

37 DirectX Graphics: Direct3D 10 and Beyond
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