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Topic: Vertex shaders


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In the News (Tue 29 Dec 09)

  
  Shader - DmWiki
A shader is commonly said when referring to a custom program that resides on the graphics processing unit.
A shader is a set of instructions that can be executed either for each vertex or each pixel.
Vertex shaders are being executed whenever a vertex is transformed.
www.devmaster.net /wiki/Shaders   (324 words)

  
 Vertex Shaders   (Site not responding. Last check: 2007-10-13)
A vertex shader is a graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data.
Vertex Shaders don't actually change the type of data; they simply change the values of the data, so that a vertex emerges with a different color, different textures, or a different position in space.
Now, developers can use Vertex Shaders to breathe life and personality into characters and environments, such as fog that dips into a valley and curls over a hill; or true-to-life facial animation such as dimples or wrinkles that appear when a character smiles.
www.nvidia.com /object/feature_vertexshader.html   (345 words)

  
 Shader - Wikipedia, the free encyclopedia
Shaders are usually written using a shading language, a specifically designed programming language.
By design, hardware shaders are ideal candidates for parallel execution by multiple graphic processors, which are usually located on a video card, allowing for scalable multiprocessing and lessening the burden on the CPU for rendering scenes.
Vertex shader computations are meant to provide the following stages of the graphics pipeline with interpolatable fragment attributes.
en.wikipedia.org /wiki/Vertex_and_pixel_shaders   (1839 words)

  
 Direct3D Shaders
Shaders come in two flavours, vertex shaders which allow the manipulation of vertex data and pixel shaders which allow the manipulation of pixel data.
Shader code is in assembly however nowadays there are a number of higher level 'C' type languages that can be compiled down to the assembly and making them much easier to program.
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.
www.toymaker.info /Games/html/shaders.html   (982 words)

  
 Shader - Valve Developer Community
Shaders form a replacement for the fixed function pipeline and allow developers greater control over rendering output by providing the ability to modify pixels and vertices dynamically.
Vertex shaders are applied for each vertex run on a programmable pipeline.
A Per-Object shader in the Source Engine is used on any object with the shader referenced in the relevant VMT file, such as a model or piece of brushwork.
developer.valvesoftware.com /wiki/Vertex_shader   (871 words)

  
 Pixel and vertex shaders
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.
Vertex and pixel shaders can be used to create realistic water ripples, render cartoon style, cover models with fur, or control the lava flow of a volcano (screenshots by GameStudio users on the A6 Shader Forum).
Shader code is in assembly, however nowadays a higher level 'C' type language - HLSL, aka Cg - is used that is compiled down to the assembly and makes shaders much easier to program.
www.conitec.net /beta/Shader-PUV.htm   (527 words)

  
 GameDev.net - Introduction to Shader Programming Part II: Programming Vertex Shaders   (Site not responding. Last check: 2007-10-13)
Declaring a vertex shader means mapping vertex data to specific vertex shader input registers, therefore the vertex shader declaration must reflect the vertex buffer layout, because the vertex buffer must transport the vertex data in the correct order.
Because of the already compiled vertex shader, the creation of the vertex shader has to be done in a different way than in the previous example.
It takes the vertex shader declaration (which maps vertex buffer streams to different vertex input registers) in its first parameter as a pointer and returns the shader handle in the third parameter.
www.gamedev.net /reference/articles/article1807.asp   (8629 words)

  
 DirectX 8.0: Enhancing Real-Time Character Animation with Matrix Palette Skinning and Vertex Shaders -- MSDN Magazine, ...
This is followed by the use of matrix palettes from within vertex shaders to create a customized soft-skinning solution that takes advantage of the benefits of vertex shaders, such as hardware acceleration and custom lighting algorithms without the limitations of fixed-function solutions.
In this formula V is the vertex in model space to be transformed by the matrix M0, the result of which is scaled by the blend weight b0, and summed with the result of the same process applied again using the matrix M1 and the blend weight b1.
When it's all said and done, indexed vertex blending is a convenient way for applications to perform skinning on meshes that don't have complex skeletal structures, so long as the application doesn't require any vertex processing formulas that fall outside of the capabilities of traditional fixed-function renderstates.
msdn.microsoft.com /msdnmag/issues/01/06/Matrix   (5998 words)

  
 DirectX-Shaders - The Official Wine Wiki
Historically only vertex shaders (D3D8 ones, VS1.1) were running, using software rendering (pixel shaders will likely be too slow and tricky to simulate).
Shaders that use more than 15 vertex attributes will fail with the error that you've used more than 16 attributes.
Apps that use pixel shaders 1.x may be wrong in both ARB and GLSL because we're currently hard-coding them to use 2D textures, when in fact, it could be any dimension.
wiki.winehq.org /DirectX-Shaders   (1033 words)

  
 Vertex shaders everywhere - Beyond3D Forum
In 3DMark 2001, its vertex shader performance wasn't much higher than software, but I imagine that's a fill rate issue, too (could be a memory bandwidth issue, too, with the drawing slowing the vertex shading).
I always thought the Vertex Shader was similar to fixed function TandL, or at least it is used for emulation purposes on newer cards.
The "vertex shader" is essentially a vector-based processing unit.
www.beyond3d.com /forum/showthread.php?p=58164   (1402 words)

  
 Extensible 3D (X3D), ISO/IEC 19775-1:200x, Part 1 -- Programmable Shaders component (Proposed)
Because of this ability to shift a vertex in world space, it is recommended that if a user requires this ability, that they provide a means of giving a rough approximation of the geometry to the browser.
A shader containing a vertex shader shall be required to be conformant only to either the explicit bounding boxes or the original source goemetry definition.
Shader source files shall be plain text ASCII encoded (MIME type text/plain) and interpreted according to the containing node's language definition.
www.xj3d.org /extensions/shaders.html   (3272 words)

  
 Forum Thread : vertex/pixel shaders :. GarageGames
Shaders don't have to wait for the widespread use of the Geforce 3 or Radeon 2 to be relevant.
Whilst I'm not exactly sure that hardware shaders will or will not be supported in the near future, I AM convinved that a shader based architecture is the most flexible solution and one thats been proven as a good method of organisign a render engine.
Shaders are merely textual descriptions of the render functions and setups that should be set at the time a peice of geometry is rendered.
www.garagegames.com /mg/forums/result.thread.php?qt=261   (3678 words)

  
 Synthesizing Patches using Vertex Shaders
DirectX 8 Graphics introduced programmable vertex shaders, which allows the vertex processing of Direct3D to be replaced by application specific code.
This code, known as a vertex shader, performs the transformation and lighting of vertices, determining their final position, color parameters, and texture coordinates.
In this article, we will examine a novel method for rendering landscapes, which uses a vertex shader to perform real-time modeling of bicubic patches in the 3D pipeline.
www.mvps.org /directx/articles/shadeland/index.htm   (790 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)

  
 NeHe Productions: OpenGL Article #21
Attributes are only available in vertex shader and they are input values which change every vertex, for example the vertex position or normals.
Varyings are used for passing data from a vertex shader to a fragment shader.
Varyings are read-only in fragment shader but are read- and writeable in vertex shader (but be careful, reading a varying type before writing to it will return an undefined value).
nehe.gamedev.net /data/articles/article.asp?article=21   (2374 words)

  
 NeHe Productions: OpenGL Lesson #47
The first is to present a simple vertex shader that actually does something, without introducing unnecessary lighting etcÂ… The second is to provide the basic mechanism for running the vertex shader with visible results using OpenGL.
The only way to run the vertex program on selected vertices is to either load/unload the vertex program for each individual vertex, or to batch vertices into a stream that are affected by the vertex program, and a stream that isn’t.
The output of a vertex program is passed to a fragment shader, regardless of whether you have implemented and activated a fragment shader.
nehe.gamedev.net /data/lessons/lesson.asp?lesson=47   (2886 words)

  
 Booyah.com - 3D Game and Shader Development   (Site not responding. Last check: 2007-10-13)
The second shader is for situations in which you want to render unlit objects (such as the visuals for the xyz-axis).
The docs state that "When a vertex element in the current vertex declaration has a usage that is not found in the current vertex shader, that vertex element is ignored".
For the case of ASM, vertex shader constants are passed to the constant registers.
www.booyah.com /article03-dx9.html   (1395 words)

  
 DirectX:Direct3D:Tutorials:Vertex Blending using Shaders - GPWiki
Vertex shaders don't use the FVF format anymore.
The vertex structure above has a vertex position, space for 2 bone weights, 2 bone indices (will get back to that later), a normal, and one set of texture coordinates.
We are cheating a bit with the floats of the bones, by using texture coordinates for it.
gpwiki.org /index.php/C:Vertex_Blending_using_Shaders   (1976 words)

  
 Amazon.com: Programming Vertex & Pixel Shaders (Programming Series): Books: Wolfgang Engel   (Site not responding. Last check: 2007-10-13)
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.
While it's not a completely up-to-date reference on shaders (does not cover 3.0 model, some new techniques were developed and popularized since the book came out), it's still a very comprehensible introduction in the HLSL world, and give strong a basis for future study.
The introductory sections are well structured and serve as a valuable reference for HLSL and shader assembly.
www.amazon.com /Programming-Vertex-Pixel-Shaders/dp/1584503491   (1601 words)

  
 Amazon.com: Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM: Books: Wolfgang F. Engel   (Site not responding. Last check: 2007-10-13)
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time.
Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows.
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.
www.amazon.com /Direct3D-ShaderX-Vertex-Shader-Tricks/dp/1556220413   (2373 words)

  
 Linearized Depth using Vertex Shaders
When using a programmable vertex shader, we have direct control of the transformation process, and can implement our own.
Vertex position can be read from the input registers, manipulated however we like, then output as a 4D homogenous coordinate to the output position register.
However, there is one apparent problem at handling our linearity issue: the output from the shader is still homogenous, and will be divided in the same manner as the output from the fixed pipeline transformation would be.
www.mvps.org /directx/articles/linear_z/linearz.htm   (792 words)

  
 VERC · Vertex and Pixel Shaders   (Site not responding. Last check: 2007-10-13)
This simply means that for every vertex of the polygon, a lighting value is computed - these different lighting values are interpolated (blended) across the polygon to get the base colours.
Computer graphics companies realized this, and decided that a higher-level language that is easier to use is required to get developers interested in using vertex and pixel shaders in all their latest products.
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.
collective.valve-erc.com /index.php?doc=1050408506-48967500   (2270 words)

  
 blender3d.org :: GLSL Pixel and Vertex shaders   (Site not responding. Last check: 2007-10-13)
Blender can now assign OpenGL SL pixel and vertex shaders for use in the Game Engine.
Shaders can be applied to unique materials with python.
For each material on an object there, is access to a single shader for that material.
www.blender3d.org /cms/GLSL_Pixel_and_Vertex.732.0.html   (157 words)

  
 3D Buzz - Pixel/Vertex Shaders in 3dsmax4
I believe he is talking about hardware shaders.
You need to configure your paths so that they point to the "Hardware Shaders" folder.
I have found the vertex/pixel shaders support in version 4, but it is too poor, doesn't support.pso/.psh and.vso/vsh hardware shaders source code files, I will have make a plugin myself, or update to max5 :/
www.3dbuzz.com /vbforum/showthread.php?t=23783   (186 words)

  
 PC Vs Console - Pixel and Vertex Shaders
Pixel shading is programmable pixel processing, and vertex shading is programmable vertex processing.
They are being called shaders, but that's not an accurate naming convention.
Multiple pixel and/or vertex pipelines are for parallel processing.
www.pcvsconsole.com /hank/answer.php?file=307   (263 words)

  
 Snapshot - Vertex & Pixel Shaders :. GarageGames
Our vertex and pixel shaders currently work on GeForce 3 and 4, Radeon 8500, 9000, and 9700.
Other cards can still run the engine, but until their extensions are included, the higher-level shader effects will not work.
With vertex and pixel shader effects, you can make more realistic and dynamic worlds.
www.garagegames.com /mg/snapshot/view.php?qid=350   (787 words)

  
 Is there anything we can do about vertex/pixel shaders? - DreamCatcher Forums
Is there a patch/bugfix that disables pixel/vertex shaders so we can run UC on low-end graphics cards?
There is no way to disable the shaders if your card's hardware doesn't support them.
An Nvidia FX5200 with PS 2.0 can be found for around $50.00 on ebay.
www.dreamcatchergames.com /forums/showthread.php?t=20325   (204 words)

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