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Topic: Pixel shader


  
 Vertex and pixel shaders - Wikipedia, the free encyclopedia
The capabilities of vertex and pixel shaders are still being explored, and since hardware capabilites are improving with each generation we can expect their abilities to approach those of programmable shaders such as RenderMan's.
The programs are written in either the native assembly language of the card or in a high-level shader language like the aptly named High Level Shader Language.
Capabilities of more advanced programming languages, such as loops and if/then constructs, are being extended to the shader languages.
http://en.wikipedia.org/wiki/Pixel_shaders

  
 DevMaster.net - An Introduction to Vertex and Pixel Shaders
For every vertex to be processed, the shader program executes.
One downside to the shaders is that older graphics card can’t support it because they don’t have programmable graphics processors, but all future cards will most probably have one.
A vertex shader is a graphics processing function, which manipulates vertex data values on an X (length), Y (height) and Z (depth) 3D plane through mathematical operations on an object.
http://www.devmaster.net/articles/shaders

  
 GameDev.net - Introduction to Shader Programming Part III Fundamentals of Pixel Shaders
With the introduction of shaders in DirectX 8.0 and the improvements of pixel shaders in DirectX 8.1, a whole new programming universe can be explored by game/demo coders.
Unlike vertex shaders, however, there is no feasible way of emulating pixel shaders using software.
On pixel shader-capable hardware, the pixel shader heightens the number of transistors on the graphic chip, because it is added to the already existing DX 6/7 multitexturing hardware.
http://www.gamedev.net/reference/articles/article1820.asp

  
 Shaders
In order to program shaders we need to know where they fit in the 3D pipeline so that we can see which parts can and cannot be programmed.
Wolfgang Engel is one of the leading authors on shaders with DirectX and his book Programming Vertex and Pixel Shaders is highly recommended.
The problem with this was that it was hard to create unique looking games, the programmer could not control the processing.
http://toymaker.info/Games/html/shaders.html

  
 Tutorial 6 for SDK 1.0
Since shaders are actually computer programs it should come as no surprise that they take a set of inputs and produce a set of outputs.
Okay, for a pixel shader the input is a single pixel and the output is a colour value.
This code is from the end of the file and is actually part of the pixel shader, not the vertex shader.
http://www.planetdoom.com/d3cc/tut06.html

  
 Emuforums.com - The truth behind what happened with Nvidias Pixel Shaders
Pixel Shader 1.4 is an ATI developed technology.
Errm thats not true, It was ATI who developed Pixel Shader 1.4 technology and Microsoft and ATi worked together to have it released in DX 8.1 specification.
Meaning 2 floating point 16 bit precision pixel shader arrays are working simontanously to do this result.
http://www.ngemu.com/forums/showthread.php?t=34070

  
 flipcode - Pixel Shader 2.0 Example
If you want to just make sure that the pixel shader is working without the added complexity of textures, you can just write a constant value to the output register.
All of these added features make it worthwhile to learn about ps 2.0, but because it is still on the leading edge of pixel shader programming, there aren't many examples or tutorials describing how to write a ps 2.0 shader.
We have to assemble the pixel shader file and tell the device to use that pixel shader rather than the shader from the fixed function pipeline.
http://www.flipcode.com/articles/article_ps20tut.shtml

  
 3Ddrome - Tutorial - Cg Pixel Shaders in OpenGL
Cg ("C for graphics") is a high-level shader programming language developed by NVIDIA.
This article provides an introduction to writing pixel shaders with the Cg shader programming language and using them in OpenGL with the ARB_fragment_program extension.
Mesa, a software-based OpenGL-compatible graphics library, also supports shaders; you may want to check that out of you have an older graphics card that doesn't have shader support, but it will obviously run very slow compared to a hardware implementation.
http://www.3ddrome.com/articles/cgshaders.php

  
 Pixel Shaders
This is an unprecedented level of hardware control for consumers.
That in turn creates a tremendous computational load.
This object is an animated, bumpy, reflective surface—something that would have been impossible to render in real time with previous 3D hardware.
http://www.nvidia.com/object/feature_pixelshader.html

  
 Pixel Shaders, DirectX, and You
Pixel Shaders are a hardware feature on a videocard that allow advanced rendering and lighting effects.
The main difference between DirectX versions is which Pixel Shader version they use.
Here is a table of common videocards, listing their DirectX support and Pixel Shader version (In general, performance will increase as you move down the list):
http://academic.evergreen.edu/s/schhun06/videocard_guide.html

  
 Irrlicht Engine - A free open source 3d engine
This is not necessary, but useful in this example: For example, if the hardware is able to execute vertex shaders but not pixel shaders, we create a new material which only uses the vertex shader, and no pixel shader.
But in addition, we ask the user if he wants this example to use high level shaders if he selected a driver which is capable of doing so.
In this example, we'll use a simple vertex shader which will calculate the color of the vertex based on the position of the camera.
http://irrlicht.sourceforge.net/tut010.html

  
 Amazon.com: Books: Programming Vertex and Pixel Shaders (Programming Series)
Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development.
You will also learn from this book how to optimize your shaders for different shader models.
This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!
http://www.amazon.com/exec/obidos/tg/detail/-/1584503491?v=glance

  
 Beyond3D - Which was nice.
All the game logic is in pixel shaders; the C++ code just performs initialisation and stores the time and key press in constants for the shaders to read.
The vertex shader is oh-so-simple, because its only goal in life is to pass a few data to the pixel shaders where the important calculations happen.
This program isn't about fancy graphics but about showing the computational power of pixel shaders 2.0.
http://www.beyond3d.com/articles/shadercomp/results

  
 Emuforums.com - Pixel shaders
Doom3 might be jsut a exception cuz they admitted that they want to make game that wants to show what computers are capable of (this means, some people are not capable of playing it with full graphics).
Please inform me as to whether ps2 emulation will eventually need pixel shaders and what version will be needed.
Now the question I have is which version of pixel shaders will ps2 emulators need?
http://www.ngemu.com/forums/showthread.php?t=37891

  
 The Tech Report - Whoa - Page 1
The briefings were full of useful information about how innovations made possible by DirectX 9-class programmable graphics hardware promise to vastly improve visual fidelity in games and other interactive apps without compromising performance.
Select members of the press spent the day here taking in presentations by employees of ATI, Microsoft, and SoftImage about the latest developments in DirectX 9-class shaders, with an emphasis on pixel shader hardware.
Newell also expressed his frustation at some graphics hardware makers' attempts to influence the outcome of benchmarks using driver-based optimizations.
http://techreport.com/etc/2003q3/valve/index.x?pg=1

  
 X-bit labs - Articles - NVIDIA GeForce 6800 Ultra and GeForce 6800: NV40 Enters the Scene (page 6)
Contrary, if both branches of the shader are executed for all pixels, additional computational expenses arise.
Expanding the pixel pipeline, NVIDIA also improved the computational capability of the pixel processor.
Now there can be as many as 16 pixels in the pipeline simultaneously and the maximum output rate is 16 pixels per clock cycle.
http://www.xbitlabs.com/articles/video/display/nv40_6.html

  
 X-bit labs - Articles - NVIDIA GeForce 6800 Ultra and GeForce 6800: NV40 Enters the Scene (page 19)
When talking about a faster pixel shader execution, NVIDIA didn’t mention the problem of half-precision calculations, and that made us think that the NV40 wouldn’t have any performance gains from reducing the precision.
It’s also curious that the NV40 executed the simple version 1.1 pixel shader slower than the simple version 2.0 shader, unlike the NV38.
We used Xbitmark in this review to check out the performance of the graphics cards at executing DirectX 9 pixel shaders of varying complexity.
http://www.xbitlabs.com/articles/video/display/nv40_19.html

  
 Programming Vertex and Pixel Shaders
In September 2004 my new book "Programming Vertex and Pixel Shaders" was released.
Please check out the errata page for more.
http://www.wolfgang-engel.info

  
 Crytek interview on Pixel Shaders 3.0 - TechSpot OpenBoards
PC Perspective had the opportunity to chat with Crytek's CEO who better explains the technology powering the game, its use of Pixel Shaders 2/3 and the advantages newer cards will have over the current generation of 3D accelerators.
All of us running the game with current generation of graphics cards can easily tell PS 2.0 image quality isn't as bad and change is not as dramatic with 3.0 shaders...
Controversy has been all over the place since NVIDIA released a few screenshots from FPS game Far Cry, in an effort to display the power of the Pixel Shader 3.0 feature of its recently unveiled GeForce 6800.
http://www.techspot.com/vb/topic12718.html

  
 [music-dsp] Audio processing with DX9 pixel shaders
Still, it's worth exploring given that all that GPU power that your sequencer is ignoring...
The new pixel shader 3.0 h/w is starting to appear and will become more common over the next year - this extends the instruction length of shaders, adds better flow control, and lots of other stuff that increases the potential for doing interesting audio processing.
Getting the data in and out is another issue - you could treat an audio channel as a 1-dimensional texture, turn off h/w filtering, etc. - but you'd end up locking resources very frequently to write your input and read back your output, which tends to stall the graphics pipeline and thus slow things down.
http://shoko.calarts.edu/pipermail/music-dsp/2004-May/027018.html

  
 FarCry on Pixel Shaders 3.0 - TechSpot News
If you can see this, your browser doesn't understand IFRAME.
by Julio on Mon 17 May 2004, 03:11 AM A reader from nVNews website was able to videotape some Far Cry gameplay on NVIDIA's E3 booth, the game was using upcoming Pixel Shaders 3.0 patch running on a GeForce 6800.
The link is down, I get "The page cannot be displayed".
http://www.techspot.com/story13102.html

  
 Halo Support Page
NOTE: Don't copy the shaders folder from the cd if you have already updated the game.
I see graphical anomalies on my Mac with a GeForce 5200 video card in OS X 10.2.7 and 10.2.8.
To fix this, copy the shaders folder from the CD into the Halo folder on your hard drive.
http://www.macsoftgames.com/products/halo/support/MacSoft-Halo-Support.html

  
 Table of contents for Programming vertex and pixel shaders
Table of contents for Programming vertex and pixel shaders
Table of contents for Programming vertex and pixel shaders / Wolfgang Engel.
Bibliographic record and links to related information available from the Library of Congress catalog.
http://www.loc.gov/catdir/toc/ecip0419/2004015282.html

  
 GDC 2001 -- DX8 Pixel Shaders
This presentation covers DX8 pixel shaders in detail.
http://developer.nvidia.com/object/gdc2001_dx8_pixel_shaders.html

  
 Vertex Shaders and Pixel Shaders
It was nearly a year ago that Microsoft released their latest version of DirectX.
Tom's Hardware Guide has posted a Vertex Shaders and Pixel Shaders graphics guide
http://www.ntcompatible.com/story7934.html

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