引用:
Originally posted by hooo1
我比較期待的是在以4XAA為基準的測試之下哪家的效能會比較好
畢竟現在顯示卡愈來愈快
如果只是在單單比NO AA的3D Mark時在沒什麼意義
我倒是很期待R350和NV30在4X FSAA下的結果如何
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(1)
http://patft.uspto.gov/netacgi/nph-...vidia&RS=nvidia
FSAA的複雜演算法同時減少處理FSAA資料的負擔量
A method and system for efficiently rendering and displaying the color intensity information of a pixel in a computer system is disclosed. The pixel includes a plurality of fragments. The method and system comprises providing a weighted average of a preselected number of the plurality of fragments for a pixel for a plurality of the color intensity information to a first portion of a register. The register is within a data structure in the computer system. The method and system also includes providing the color intensity information of a preselected number of fragments, except the one with the largest coverage to at least one additional portion of the register. The method and system further includes sending the information in the first portion and at least one additional portion to a memory in the computer system and sending the information in the first portion and at least one additional portion of the memory to a display. A method and system in accordance with the present invention allows one to eliminate the resolving step associated with the conventional A-buffer anti-aliasing scheme. Accordingly, it is cost-effective while maintaining image quality at a high level.
(2)
http://l2.espacenet.com/espacenet/v...gb&LG=en&DB=EPD
NVDA的重新開發的tiler技術,特別是可以減少重複渲染,
beyond3d對tiler的介紹,有圖祥解
http://www.beyond3d.com/articles/ti...ring/index1.php
A geometry tiler identifies tiles on a computer's screen that are covered by a graphics primitive by use of edges of the graphics primitive. Precise identification of tiles of various types (such as edge tiles covered by a segment) eliminates identification of one or more tiles that are merely located adjacent to the graphics primitive, but are not touched by the graphics primitive. For example, the geometry tiler can identify each of three types of tiles: vertex tiles, edge tiles and interior tiles. In one implementation, the geometry tiler identifies all tiles that are covered by a graphics primitive in the form of a convex polygon by: (a) determining attributes of at least one segment in the convex polygon, (b) determining iteration descriptors for each segment by using the attributes, (c) for each segment in the convex polygon, scanning the segment and identifying each edge tile that is covered by the segment, and (d) for each column of tiles in the screen, going from one edge tile in the column to another edge tile in the column and identifying each interior tile that is located within an area enclosed by the segments of the primitive. In one specific implementation, the geometry tiler simultaneously identifies edge tiles that are covered by two segments of the convex polygon that are located opposite to each other (such as a top segment and a bottom segment)
NV30真正奇妙的地方,就是打破你對3D的見解