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oZone3D.Net Tutorials - NVIDIA G80: OpenGL Programming - New OpenGL Extensions - GLSL - Geometry shader




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NVIDIA nZone.com NVIDIA Developer Blog
NVIDIA G80: OpenGL Programming

By: Christophe [Groove] Riccio - www.g-truc.net
Initial Version: November 12, 2006
Edited and Translated by the oZone3D Team
Last Update: March 25, 2007


[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9



9 - Conclusion

We had a quick look to the new possibilities brought by the GeForce 8800, but we still have one more question that you certainly have in mind: will this card, or this generation of cards, provide graphics rendering with a better quality or new effects? Honestly, in my opinion, I would say no, but I guess the guys from the marketing department of NVIDIA won't agree. They could argue that most of the features of the GeForce 8800 will speed up graphic rendering, reduce memory consumption or decrease the CPU charge, which results in an increase of the level of details in video games. The characteristics that fit this case is the famous "geometry instancing" that let you for example create real particles without pre-allocating wide arrays, or yet the ability to write into several layers of a cube map in a geometry shader through one single pass. There is still on important point to consider: the programmer comfort! All the evolutions regarding integers and data sources reach finally a stage that let us naturally handle textures with yet some gain in terms of performances and memory space. This is perhaps a direction towards more post processing of the rendering process, more physics in the GPU or, generally, more process not directly related to graphic rendering. Indeed, this is perhaps a way to the GPGPU.





[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
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