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LOSTCIRCUITS

SHORTCUTS:
Top page
Shadow Buffers
3D Textures, Imposters against the rest of the world
ASUS V8200 T5 At One Glance
Test Configuration, 3DMark 2001
SPEC Viewperf
DroneZ
Quake3 Arena, Aquamark
Return to Castle Wolfenstein
Conclusion
 ASUS V8200 T5 Deluxe
No Reason for Panic on the Titanic
(Review by MS, November 28, 2001)

Technographics

3DTextures

By now, everybody is probably familiar with textures. In short, textures are 2 dimensional patterns that are painted onto the surface of any object. The more textures are applied, the more realistic will any object look but it will also require more rendering passes. The emphasis here is the 2-D nature of any texture, like a layer of paint. There are certain applications, though that require the application of 3 dimensional textures. Imagine a piece of wood or marble that is cut, the conventional 2D texture approach would simply perform anisotropic filtering to deform the given texture and make it fit onto the new surface generated by the cut. In reality, such things never happen, and this is where a 3D texture comes in to represent the structure of the grain inside the entire block of wood. Needless to say that such 3D textures contain a huge amount of data, which is why, hitherto, they have rarely ever been implemented in any application.


A cube with textures applied to its sides can be cut to reveal the same textures present throughout its entire structure. You can try it at home with a piece of Swiss cheese instead of wood or marble.

Implementing 3D textures in a truly usable form is a unique but rewarding challenge. Here are some of the problems in implementing 3D textures along with NVIDIA's unique nfiniteFX engine solutions:

Here is a problem though. As long as textures remain textures, they abide by the laws of locality, that is coherent texture information is stored in coherent chunks of memory which makes it easy to access them when needed. Normal compression algorithms usually destroy the locality since they are based on similar values rather than on coherency. nVidia's 3D compression bypasses this problem by actually increasing the locality of the compressed data. When mapping textures to polygons, it is often difficult to find a source texture that will closely match to the size of the resultant polygon without a lot of distortion. To solve this problem, many graphics applications contain multiple resolutions and sizes of any given texture. In determining what color a pixel should be, two different resolutions (MIP maps) of the source texture are chosen. Each of these textures are sampled at the appropriate locations and filtered. Those two results are then filtered together. Images without MIP mapping alias and do not look as good as those that are MIP mapped, and 2D MIP mapping is not the same as MIP mapping in 3 dimensions (This is because the 3D level of detail will not be correct). NVIDIA's Quad-linear filtering delivers higher image quality through true 3D MIP mapping. Textures are accurate (in 3D) at any angle or orientation.

Imposters

An additional new feature of the Ti GPU is the capability of using Imposters. Imposters are 2D primitives that remain orthogonal (directly facing) to the camera. A single 2D texture is then applied to the primitive.

In plain English, this means that Imposters are dummy textures that can be applied to repetitive patterns. nVidia uses the example of chairs that are filling up the background. The trick is that only one chair has been rendered. All other chairs are simple 2D copies of the texture that is the net effect of the first rendered chair and, therefore, called Imposters.

An ensemble of chairs in the background that are just imposters grouped around a single real 3D structure in the center .

This gives the appearance that the application has transformed, lit, and calculated every vertex and pixel of a more complicated model, when in fact it has merely applied a single texture (which is much faster). The problem with this type of approach (only using a 2D texture) occurs if the object or light source is moving. In that instance, the single 2D texture will stand out and not look right.

With any standard 2D texture mapping, this is what is going to happen, with the new 3D textures, Imposters can be used without generating an artificial out of place look.

Function Lookup and Volumetric Fog

There are a few other features that have been improved over the earlier versions of the GeForce3 like Volumetric Fog, meaning that the depth of the fog becomes an actual feature with respect to visibility of objects hidden in it. Volumetric fog, though, is basically just another word for Range Based Fog which is what ATi introduced with the Radeon's Charisma Engine. Likewise the Depth of Field can be stored as a Function Lookup meaning that all 3D textures are subject to e.g. the same f-stop of the camera. The result is a focal plane which is crisp whereas the foreground and background are more or less blurred (out of focus).

So much for the theoretical background about the novel features of the GeForce3 Ti 500. By now, most manufacturers have come up with their new line of GeForce Ti-based cards. ASUS currently is the highest volume manufacturer of nVidia-based graphics cards and of course, they have the entire line of the Ti cards in their repertoire. My personal interest focuses mostly on the high-end solution, that is the V8200 T5 which comes, among other things in the Deluxe flavor.

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