VERTEX SHADERS 2.0+ With CineFX, vertex-processing capabilities are greatly expanded while programming complexity is greatly reduced, giving game developers the power to achieve any effect imaginable. Fully generalized loops and branches can be data-dependent, giving the CineFX engine a much more straightforward programming methodology than previous architectures. One shader can be written to encompass all the skinning methods and operations, and since the shader can branch on a per-vertex basis, it is not required to break up the model. With these advances, CineFX shatters previous vertex shading limitations.
PIXEL SHADERS 2.0+ CineFX engine raises pixel shading to a first-class programmable citizen of the graphics pipeline, and gives developers a host of new capabilities for controlling pixels and producing effects that are only limited by the imagination.
Advanced CineFX features include the support of 1024 instructions in a single rendering pass, allowing for complex effects that aren’t practical in any other architectures. For example, volumetric effects such as smoke, fur, fire and grass add significant depth and realism to a scene, but require multiple instructions to achieve. What CineFX achieves in one rendering pass takes competing products many more. Procedural texture support obviates the need for spending video memory on large texture maps, and allows for subtle, realistic differences across surfaces. Complex lighting can dramatically improve the realism of images, but traditionally adds to rendering time. With the GeForce FX GPUs all of these gorgeous enhancements are possible without sacrificing performance.
In addition, shaders can now handle multiple textures in one pass for optimized execution, making layered or mixed effects such as paint peeling off a metallic surface possible. The CineFX engine allows fetching from up to 16 unique texture maps in a single pixel shader program. These textures can be anything that defines surface or subsurface properties such as bump maps, displacement maps, gloss/specular maps, environment maps, shadow maps and albedo maps. |