Panajev2001a
Veteran
http://appft1.uspto.gov/netacgi/nph...=PG01&s1=nvidia.AS.&OS=AN/nvidia&RS=AN/nvidia
(from a conversation I was having on MSN a few seconds ago):
Say you have two GPU's
two chips in an MCM module kind of like GTX295
or two GPU's...
well balancing load has a problem
MSAA has another one (surface aliasing ????)
you render on each chip the same scene but you change sample pattern/sample locations
on each card
although each card produces 4 color samples which are equal to each other, inside each each batch of samples,
the two groups of 4 samples could very well have a different color
thus blending the unresolved output
(the 8 samples together)
you get something that is much better than regular 8xMSAA
I think you could do the same ona single GPU rendering the scene twice, but you'd have to keep the RT unresolved and resolve it in the shader at the end
here the display head would do the trick so it would still be a HW MSAA resolve.
so basically the more GPU's you use the better AA gets
some people might see it as wasteful... but if you though about leaner and meaner GPU cores
with a properly adapted display controller/ROP's
you could change a bit the way you go about scaling graphics over multiple GPU's
United States Patent Application 20090079747
Kind Code A1
Johnson; Philip Browning ; et al. March 26, 2009
Distributed Antialiasing In A Multiprocessor Graphics System
Abstract
Multiprocessor graphics systems support distributed antialiasing. In one embodiment, two (or more) graphics processors each render a version of the same image, with a difference in the sampling location (or locations) used for each pixel. A display head combines corresponding pixels generated by different graphics processors to produce an antialiased image. This distributed antialiasing technique can be scaled to any number of graphics processors.
(from a conversation I was having on MSN a few seconds ago):
Say you have two GPU's
two chips in an MCM module kind of like GTX295
or two GPU's...
well balancing load has a problem
MSAA has another one (surface aliasing ????)
you render on each chip the same scene but you change sample pattern/sample locations
on each card
although each card produces 4 color samples which are equal to each other, inside each each batch of samples,
the two groups of 4 samples could very well have a different color
thus blending the unresolved output
(the 8 samples together)
you get something that is much better than regular 8xMSAA
I think you could do the same ona single GPU rendering the scene twice, but you'd have to keep the RT unresolved and resolve it in the shader at the end
here the display head would do the trick so it would still be a HW MSAA resolve.
so basically the more GPU's you use the better AA gets
some people might see it as wasteful... but if you though about leaner and meaner GPU cores
with a properly adapted display controller/ROP's
you could change a bit the way you go about scaling graphics over multiple GPU's