This is probably a stupid question, but could REYES be done at all on unified shaders, if they have enough ROP's and buffers for them? Are they able to skip the fragment processing altogether and add the triangle/pixel coverage directly to the frame buffer? Although we probably have to wait for SM 4.0 to be able to have the vertex shaders do the tesselation. And we would need them to be able to tesselate curves.
My nest question would be, can you get texture filtering in the vertex shaders that way? We probably have to wait for SM 4.0 for that as well.
And my last question would be: are the vertex shaders able to do complex lighting and shadows? I think so, but I'm not sure.
It would be pretty nifty to have Pixar's RenderMan like quality through hardware (albeit surely not real-time). And if possible at all, it might encourage the hardware vendors to keep that in the back of their head when designing their next hardware.
Or am I talking nonsense?
Edit: and would it be possible to to the tesselation on the CPU, especially with Cell? Although the memory bandwidth would likely keep things pretty slow.
My nest question would be, can you get texture filtering in the vertex shaders that way? We probably have to wait for SM 4.0 for that as well.
And my last question would be: are the vertex shaders able to do complex lighting and shadows? I think so, but I'm not sure.
It would be pretty nifty to have Pixar's RenderMan like quality through hardware (albeit surely not real-time). And if possible at all, it might encourage the hardware vendors to keep that in the back of their head when designing their next hardware.
Or am I talking nonsense?
Edit: and would it be possible to to the tesselation on the CPU, especially with Cell? Although the memory bandwidth would likely keep things pretty slow.
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