Navigate:

Advice
Beginners
BIOS Guide
CPUs
Links
Mainboards
Memory
Network
Storage
Video/Sound Cards

Contact
Forum
SiteMap
Sponsors
WebNews
Home
. .

Prices:

Mainboards

ABIT
ASUS
Chaintech
Shuttle
Soyo
Tyan

CPU
Intel
P4 2.4C-800
P4 2.6C-800
P4 2.8C-800
P4 3.0-800
P4 3.2-800

AMD
AthlonXP
XP 1700+
XP 2000+
XP 2400+
XP 2500+
XP 2700+
XP 3000+
XP 3200+

Athlon64
Athlon64 3200+
Athlon64 FX-51

Opteron
Opteron 240
Opteron 242
Opteron 244
Opteron 246

Memory

Corsair
Crucial
Kingston
Mushkin
OCZ

What are you
shopping for?



































































































































































LOSTCIRCUITS

SHORTCUTS:
RADEON 9000Pro
R300 At One Glance
Transistors, Power, Quad Memory Controller
AGP X8, Vertex Shaders
HYPER Z III
Floating Poing Pixel Engines
Dyanmics of Light and Pipelines
Bump mapping instead of modeling
Anti Aliasing
Hairy Edges
Multiple Render Targets, Monkeys and Epitaph

Hot Offers for the FireGL

 ATI RADEON 9000 / 9700
No Paper Tigers
(Review by MS, July 20, 2002)

Unlimited Outputs? Outputting Tens of Billions of Colors

No monitor is currently capable of generating the richness of colors generated internally in the pixel engine of the R300 and they don't actually need to. Therefore, the pixel precision of the RADEON 9700 is reduced to integer values by rounding to 10-bit RGB and 2 bit alpha transparency at the level of the RAMDAC. One might argue that 2 bit or 4 levels of transparency are not enough for the alpha channel, however, keep in mind that pixel shaders are capable of compensating for the lack of dynamic in transparency.


The left half is rendered without normal bump mapping and shows a flat hood without air-intakes that are added on the right by turning on bump mapping only.

The wire frame shows no difference in the polygon count between the drab left and the stunning right. The entire surface curvature is done by bump mapping.

Sixteen-bit normal bump-mapping

By definition, 3D games require 3-dimensionality and 3-dimensionality can be achieved by different means. The conventional way relies on polygon-based construction of the surface curvature, the higher the polygon count, the smoother the surface. The drawback, as we all know, is that each triangle needs three vertices and, thus, there is a high amount of data that needs to be pumped through both the AGP bus as well as the memory interface. A more simplistic approach to goose-bumps is to generate a rather flat surface and superimpose a bump map based on surface normals, that is vectors that stand out vertically from any given surface with the direction of the vector defining the plane and the length of the vector defining the depth of the impression.

Eight-bit vs. Sixteen-bit Normal Maps

Close-up of the bonnet (isn't that what they call it in Canada?) rendered with 8-bit normal precision on the left and 16-bit precision on the right. Instead of smooth curves, we have facets on the left.

Like in the case of color and brightness, the efficacy and precision necessary to generate the bumps depends on the number of possible normal values. That is, any 8-bit normal map will only contain 256 possible planes and result in facets rather than smoothly occurring transitions. A 16 bit normal with its 65000 possible planes map will, on the contrary, approximate much more closely real life curves wherever we encounter them.

Next Page:    => FSAA, Higher Order Surfaces =>

Click here! If you enjoyed reading this article and found it useful, please consider making a small donation to LostCircuits.
Thank you!

General disclaimer: This page only reflects the author's personal opinion and assumes no responsibility whatsoever regarding any of the contents or any damages that may occur explicitly or implicitly from reading the contents of this site. All names and trademarks mentioned in this review are the exclusive property of the respective parent companies.
All contents of this site are protected by international copyright laws. Reproduction of the contents even in parts is not allowed except after written permission by the author and referral to this site.
Copyright 1998 - 2008 LostCircuits