http://www.s3graphics.com/index.html
http://www.savagenews.com/?show=2726
whitepapers there, i haven't looked at them yet
http://www.savagenews.com/?show=2726
whitepapers there, i haven't looked at them yet
Advanced Deferred Rendering
Hierachical Z
In addition to conventional z buffering, where z values are computed and compared at the
pixel level, Columbia supports another coarser z buffering scheme in advance of the
standard z buffering stage. An incorporated zero-cycle clear and optional deferred
rendering (two pass) mode further optimizes color/z-buffer memory traffic and
pixelperformance. Deferred rendering virtually eliminates opaque (redundant) back-to-front
overdraw and saves also precious conventional z write traffic.
Ailuros said:Advanced Deferred Rendering
Hierachical Z
In addition to conventional z buffering, where z values are computed and compared at the
pixel level, Columbia supports another coarser z buffering scheme in advance of the
standard z buffering stage. An incorporated zero-cycle clear and optional deferred
rendering (two pass) mode further optimizes color/z-buffer memory traffic and
pixelperformance. Deferred rendering virtually eliminates opaque (redundant) back-to-front
overdraw and saves also precious conventional z write traffic.
Sounds more like an IMR to me that uses a combination of DF and Hierarchical Z through a traditional pipeline. The optional DF note above reminds me of SA's notes on combinations of application driven deferred rendering combined with Hierarchical Z.
edit:
Is there any AA enabled at all in the pics in the "SilkySmooth" pdf, or have my eyes gone bad?
Advanced Deferred Rendering
Hierachical Z
In addition to conventional z buffering, where z values are computed and compared at the
pixel level, Columbia supports another coarser z buffering scheme in advance of the
standard z buffering stage. An incorporated zero-cycle clear and optional deferred
rendering (two pass) mode further optimizes color/z-buffer memory traffic and
pixelperformance. Deferred rendering virtually eliminates opaque (redundant) back-to-front
overdraw and saves also precious conventional z write traffic.
"2 passes"... sounds like forcing things to render "Doom 3"-style, i.e. lay down Z data first, then do everything else.Advanced Deferred Rendering
Hierachical Z
In addition to conventional z buffering, where z values are computed and compared at the
pixel level, Columbia supports another coarser z buffering scheme in advance of the
standard z buffering stage. An incorporated zero-cycle clear and optional deferred
rendering (two pass) mode further optimizes color/z-buffer memory traffic and
pixelperformance. Deferred rendering virtually eliminates opaque (redundant) back-to-front
overdraw and saves also precious conventional z write traffic.
Humus said:It's up, just slow.
Mr.huang said:http://www.s3graphics.com/index.html
"Alpha Chrome" is Discrete Moblie Chip?