The PowerVR SDK has been updated. The Update include several new demos, illustrating features like Procedural Textures, Internal Colour Accuracy, Stencil Buffer Shadows, Terrain Lighting, etc. Also included is a brand new Benchmark, which hopefully will become an Industry Standard just like VillageMark
Fablemark
http://www.pvrdev.com/extra/h/FableMark.htm
D3DFableMark is a benchmark program featuring a puppet theatre in which a well-known fable, "The Hare and the Tortoise", is performed. Every object in the scene has soft-edged shadows projected onto the stage background and the rendering of these accurate shadows form the basis of this benchmark.
Fire
http://www.pvrdev.com/eg/h/Fire.htm
EMBM can be used to procedurally generate hundreds of textures from only two input textures. The technique is applied here to fire, marble and clouds, and can be used for many more effects.
ITC
http://www.pvrdev.com/eg/h/ITC.htm
PowerVR hardware uses tile-based rendering technology; this means that the rendered image is kept inside the chip until it is complete. Hence the render need not be affected by the render target bit depth, allowing 32-bit quality even on a 16-bit render target. This example clearly demonstrates the loss of image quality in traditional renderers, in 16- bit screen modes.
Shadow Land
http://www.pvrdev.com/eg/h/ShadowLand.htm
Vertex lighting can easily be used to render shadows on a terrain from an infinite light source like the sun. Each vertex stores two "horizon angles" - each frame, the angle of the sun is compared to these angles to decide if the vertex is lit, and if so then the normal lighting equation is used. Soft-edged shadows are easy to apply and also demonstrated.
Soft Shadow
http://www.pvrdev.com/eg/h/SoftShadow.htm
Demonstrates the use of multiple shadow-volumes per object per light source to generate soft-edged shadows.
Some Quick Remarks :
- Fire requires a 3D Card that supports Render to Texture and EMBM, this means that this demo will NOT work on GeForce1, 2 and 4MX cards.
- FableMark might show artefacts when run on an ATI Radeon 8500 card, we believe this is due to driver issues. It is possible to run FableMark correctly on these cards using UniTuner to disable Hardware TnL and HyperZ. Note that visual artefacts invalidate the framerate results of the benchmark.
UniTuner is available from :
http://esprit.campus.luth.se/~humus/UniTuner/index.php
Fablemark
http://www.pvrdev.com/extra/h/FableMark.htm
D3DFableMark is a benchmark program featuring a puppet theatre in which a well-known fable, "The Hare and the Tortoise", is performed. Every object in the scene has soft-edged shadows projected onto the stage background and the rendering of these accurate shadows form the basis of this benchmark.
Fire
http://www.pvrdev.com/eg/h/Fire.htm
EMBM can be used to procedurally generate hundreds of textures from only two input textures. The technique is applied here to fire, marble and clouds, and can be used for many more effects.
ITC
http://www.pvrdev.com/eg/h/ITC.htm
PowerVR hardware uses tile-based rendering technology; this means that the rendered image is kept inside the chip until it is complete. Hence the render need not be affected by the render target bit depth, allowing 32-bit quality even on a 16-bit render target. This example clearly demonstrates the loss of image quality in traditional renderers, in 16- bit screen modes.
Shadow Land
http://www.pvrdev.com/eg/h/ShadowLand.htm
Vertex lighting can easily be used to render shadows on a terrain from an infinite light source like the sun. Each vertex stores two "horizon angles" - each frame, the angle of the sun is compared to these angles to decide if the vertex is lit, and if so then the normal lighting equation is used. Soft-edged shadows are easy to apply and also demonstrated.
Soft Shadow
http://www.pvrdev.com/eg/h/SoftShadow.htm
Demonstrates the use of multiple shadow-volumes per object per light source to generate soft-edged shadows.
Some Quick Remarks :
- Fire requires a 3D Card that supports Render to Texture and EMBM, this means that this demo will NOT work on GeForce1, 2 and 4MX cards.
- FableMark might show artefacts when run on an ATI Radeon 8500 card, we believe this is due to driver issues. It is possible to run FableMark correctly on these cards using UniTuner to disable Hardware TnL and HyperZ. Note that visual artefacts invalidate the framerate results of the benchmark.
UniTuner is available from :
http://esprit.campus.luth.se/~humus/UniTuner/index.php