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Topic: Vertex and pixel shaders


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In the News (Wed 23 Dec 09)

  
  Vertex and pixel shaders - Wikipedia, the free encyclopedia
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh.
Since 2001, video cards from Nvidia and ATI Technologies have begun supporting pixel and vertex shaders in hardware, allowing their use for real-time rendering.
The capabilities of vertex and pixel shaders are still being explored, and since hardware capabilites are improving with each generation of graphics cards, we can expect their abilities to approach those of programmable shaders such as RenderMan's.
en.wikipedia.org /wiki/Vertex_and_pixel_shaders   (816 words)

  
 DevMaster.net -
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.
Pixel shaders often have to be "driven" by the vertex shader.
For example to calculate per-pixel lighting the pixel shader needs the orientation of the triangle, the orientation of the light vector and in some cases the orientation of the view vector.
www.devmaster.net /articles/shaders   (555 words)

  
 Direct3D Shaders   (Site not responding. Last check: 2007-10-08)
Shaders come in two flavours, vertex shaders which allow the manipulation of vertex data and pixel shaders which allow the manipulation of pixel data.
The pixel shader can manipulate each pixel from the triangle and control texturing etc. Note that this occurs before alpha test and so it may be that a pixel we process is discarded straight after passing through our shader.
As well as vertex and pixel data there are a number of constant parameters that need to be passed from the game to the shader.
www.toymaker.info /Games/html/shaders.html   (981 words)

  
 Vertex and pixel shaders   (Site not responding. Last check: 2007-10-08)
Vertex and pixel shaders are computer programs that run on a graphics card executed once for every vertex or pixel in a specified 3D mesh.
In years past video cards from Nvidia and ATI Technologies started supporting pixel and vertex shaders hardware disallowing their use for real-time rendering.
The capabilities of vertex and pixel shaders still being explored and since hardware capabilites improving with each generation we can expect abilities to approach those of programmable shaders as RenderMan's.
www.freeglossary.com /Pixel_shader   (856 words)

  
 Pixel and vertex shaders   (Site not responding. Last check: 2007-10-08)
Programmable shaders add a new dimension to graphics rendering by allowing the transform, lighting, and rendering functionality to be modified at runtime on a vertex and pixel basis.
A shader is a small program that runs for every vertex, or every pixel that is rendered on the screen.
Pixel and vertex Shaders can be defined as part of the material effect script, by using the VertexShader and PixelShader keywords.
www.conitec.net /beta/Shader-puv.htm   (445 words)

  
 pixel - Hutchinson encyclopedia article about pixel   (Site not responding. Last check: 2007-10-08)
The greater the number of pixels the greater the resolution of the image; most computer screens are set at 640 × 480 pixels, although higher resolutions are available.
All screen images are made up of a collection of pixels, with each pixel being either off (dark) or on (illuminated, possibly in colour).
Typical resolutions of microcomputer screens vary from 320 × 200 pixels to 800 × 600 pixels, but screens with 1,024 × 768 pixels or more are now common for high-quality graphic (pictorial) displays.
encyclopedia.farlex.com /pixel   (227 words)

  
 Vertex and pixel shaders -- Facts, Info, and Encyclopedia article   (Site not responding. Last check: 2007-10-08)
Flexible shaders were initially used for non-interactive rendering applications like Pixar's RenderMan, famously used to render the feature film (Click link for more info and facts about Toy Story) Toy Story.
Pixel shaders operate after the geometry pipeline and before final (Click link for more info and facts about rasterization) rasterization.
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.
www.absoluteastronomy.com /encyclopedia/v/ve/vertex_and_pixel_shaders.htm   (779 words)

  
 Pixel Shaders
Pixel shaders allow you to program the part of the graphics pipeline concerned with shading and texturing.
For this example we are going to write a vertex shader and pixel shader and show how values can be calculated in the vertex shader for use in the pixel shader.
Pixel shaders allow you to write code to handle the shading part of the graphics pipeline.
www.toymaker.info /Games/html/pixel_shaders.html   (1106 words)

  
 3Ddrome - Tutorial - Cg Pixel Shaders in OpenGL
Vertex Shaders (also sometimes called Vertex Programs) are executed on each vertex that's processed by the graphics API.
Next, we generate a shader number (which is an unsigned integer) to identify the shader with, then bind that shader number.
In this shader, we'll use the second texture unit's texture coordinates to represent the pixel's position minus the light's position, which will be used for calculating the squared distance between the light and the pixel.
www.3ddrome.com /articles/cgshaders.php   (1235 words)

  
 cgIntro: Vertex and pixel shaders in the graphics pipeline   (Site not responding. Last check: 2007-10-08)
Vertex and fragment processing have a lot in common, but there are differences in program restrictions and responsibilities.
The vertex shader is responsible of transforming vertices from object to clip coordinates and must output a position.
With full control over both vertex and fragment shading the graphics designer ends up with full control from the moment the glVertex command is issued till the resulting pixel pops up on the screen.
www.efd.lth.se /~d00ba/cgIntro/vertexpixel.html   (743 words)

  
 Vertex & Pixel shaders slower than fixed function pipeline ? - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-10-08)
When vertex shader enabled, the fps is about 50 fps lower (that is from 900 to 850)
Though, the compilers for vertex and pixel programs might not be as optimized...
Maybe the shader you wrote isn't that optimized as the shader written by the hardware vendor to simulate fixed function.
www.gamedev.net /community/forums/ViewReply.asp?id=1680962   (705 words)

  
 Vertex And Pixel Shaders   (Site not responding. Last check: 2007-10-08)
It should be noted that pixel shaders with rendering into a vertex buffer are recommended instead.
Flexible shaders were initially used for non-interactive rendering applications like Pixar's RenderMan, famously used to render the feature film Toy Story.
In the past few years, video cards from Nvidia and ATI have started supporting pixel and vertex shaders in hardware, allowing their use for real-time rendering.
www.wikiverse.org /vertex-and-pixel-shaders   (735 words)

  
 An introduction to vertex and pixel shader
Vertex and pixel shaders allow developers to code customized transformation and lighting calculations as well as pixel coloring functionality.
Each shader is basically a micro program executed on the GPU to control either vertex or pixel processing.
Multiplied by the increasing number of data inputs (more colors, textures, vertex streams, etc.) due to continuously evolving hardware this token space becomes more and more complex in terms of both the API and the driver.
meshuggah.4fo.de /ShaderIntro.htm   (564 words)

  
 GameDev.net -- Shader Programming Part I: Fundamentals of Vertex Shaders   (Site not responding. Last check: 2007-10-08)
As far as I know, there are two vertex shader assemblers: the Microsoft vertex shader assembler and the NVIDIA vertex and pixel shader macro assembler.
NVIDIA NVASM - Vertex and Pixel Shader Macro Assembler
You can choose the vertex shader capabilities in the dialog box and the resulting vertex shader will be shown in output0.nvv in the middle column.
www.gamedev.net /columns/hardcore/dxshader1/page3.asp   (1712 words)

  
 Ben Sigelman   (Site not responding. Last check: 2007-10-08)
Pixel Shaders use a limited special-purpose language to control an 8-stage evaluator that renders pixels along a scanline.
Usually a pixel shader is accompanied by a vertex shader that sets things up in a specific way, but this is not part of their formal specification
A cube map is used as a way to normalize arbitrary vectors within the pixel shader, and a dot product and threshold value allow for silhouette inclusion to be determined per-pixel.
www.cs.brown.edu /~bhsigelm/cs224/hatch.html   (317 words)

  
 Welcome to Gameversity   (Site not responding. Last check: 2007-10-08)
This class explores based on the book "Programming Vertex and Pixel Shaders", how next generation DirectX *s_2_0 shaders and *s_3_0 shaders can be developed with HLSL and with assembly.
Vertex and Pixel shaders are utilized in most current PC and XBOX games.
The third generation shader programming model (vs_3_0 and ps_3_0) offers a much higher level of flexibility and features than the previous versions, making it useful to develop much more advanced effects than ever before by offering the capabilities to implement a complete per-pixel lighting pipeline in one vertex and pixel shader file.
www.gameversity.com /Descriptions/ShaderRendering.html   (801 words)

  
 Amazon.com: Books: Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM   (Site not responding. Last check: 2007-10-08)
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time.
Begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialized shader tricks contributed by 27 experts in game and graphics programming.
Kenneth Hurley's chapter "Photorealistic Faces with Vertex and Pixel Shaders" shows step-by-step, how to prepare art in a way, that the result looks photorealistic and it explains each line in the source code needed to produce photo realistic faces with the help of vertex and pixel shaders in real-time.
www.amazon.com /exec/obidos/tg/detail/-/1556220413?v=glance   (2350 words)

  
 TyphoonLabs Real Time Technologies   (Site not responding. Last check: 2007-10-08)
At last, we are back from Mundos Digitales 2005, a event related with 3D technologies and animation in Spain (we have been selected as finalist in the games workshop, with the Shader Designer).
Advise to ATI users: I have confirmation from ATI that the crash that occurs in the Shader Designer with the Catalyst 5.4 drivers is fixed in the 5.5 version, so download it when be available.
Shader Designer Linux version will be available along this month through a GameInstitute seminar.
www.typhoonlabs.com   (792 words)

  
 Tom's Hardware Guide Graphics Cards: Vertex Shaders and Pixel Shaders - Primitive Processing   (Site not responding. Last check: 2007-10-08)
In this article I'll discuss the pros and cons of the shader architecture for developers, both large and small, and give you my opinions about the way games programmers are going to have to change to accommodate this new architecture.
Vertex processing can be further subdivided into a few major blocks of processing: notably, transformation, lighting, and to a limited extent, texture coordinate transformation.
For traditional vertex processing, the transformation block does one of two things: it either passes the position data from the untransformed vertex to the transformed vertex without doing anything to it, or it passes the vertices through a world transform (matrix), followed by a view matrix, and finally a projection matrix.
graphics.tomshardware.com /graphic/20020116/shaders-01.html   (1127 words)

  
 Processors for Pixels: A GPU Primer
The latter is made up of pixels, while a computerized 3D model is composed of meshes of polygons -- triangles whose corners (vertexes) define three points in space (three sets of X, Y, and Z coordinates).
These are actually programs or functions performed by pixel and vertex processors within the GPU, which load data into registers, execute shader instructions, and render various visual effects and textures.
The programmable nature of current vertex and pixel shaders means developers can not only use default instructions, but design new ones to fit their custom needs.
hardware.earthweb.com /chips/article.php/3344721   (761 words)

  
 CGTalk - Vertex shaders and pixel shaders for real-time rendering?
CGTalk - Vertex shaders and pixel shaders for real-time rendering?
The shader is a cubic mapped reflection which will work on older Geforce cards.
Lithtech seem to be the only people developing an artists shader generation tool as part of their total games dev package.
forums.cgsociety.org /printthread.php?t=6105   (1298 words)

  
 PC Vs Console - Pixel and Vertex Shaders
Pixel shading is programmable pixel processing, and vertex shading is programmable vertex processing.
With fixed-function processing, vertices and pixels can only be processed in a small number of ways that the hardware and graphics API are designed to process.
With programmable processing, custom "shaders" can be written using pixel and vertex processing languages.
www.pcvsconsole.com /hank/answer.php?file=307   (263 words)

  
 VERC · Vertex and Pixel Shaders
The framebuffer is simply the memory where all the pixels to be drawn that scene are sent, and from there are sent to the screen.
I understand Pixel Shaders a little, to be sure I do, in a nutshell it allows users to create thier own hardware accerated effects rather than using than just using the hardware programmed effects set.
The problem with pixel shaders I see it is in the documentation, it still pretty poor even by MicroSofts own admission.
collective.valve-erc.com /index.php?doc=1050408506-48967500   (2270 words)

  
 Emuforums.com - vertex\pixel shaders
You cant emulate pixel shaders, but you can "skip" on them, And by doing so you could make the game you could'nt play before work on your computer.
Edit: I found that you CAN emulate pixel shaders (and all sorts of other cool stuff) through 3d analyzer.
To say it simply, pixel shaders and vertex shaders allow customized special effects (effects that are not possible with the GPU's built-in functions).
www.ngemu.com /forums/printthread.php?t=46829   (276 words)

  
 DirectX:Direct3D:Tutorials:Vertex Shaders Introduction - GPWiki
Vertex- and pixel shaders come in various versions.
When you are using a vertex shaders, DirectX won't do the transformations anymore.
This means that you have to set a world*view*projection matrix as a shader constant, and transform the coordinates.
gpwiki.org /index.php/C:Vertex_shaders_introduction   (692 words)

  
 ATI RV530, RV515 Vertex, pixel Shader saga unveiled
The R520, Radeon X1800 generation will have sixteen pixel shaders, eight vertex shaders, sixteen texture units, will be able to render sixteen Back ends, will compare sixteen Z compare Units and will be limited to 512 treads.
The RV530, Radeon X1600 generation, will have twelve pixel shaders, five vertex shaders, only four Texture units, will be able to render only four Back ends, will compare eight Z compare Units and will be limited to 128 threads.
The low end RV515, Radeon X1300 generation will have four pixel shaders, just two vertex shaders, again four texture units, but will be able to render four nack ends, will have four Z compare Units and will be limited to 128 threads.
www.theinquirer.net /?article=26621   (284 words)

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