Lumenex Engine Technical Brief.pdf

(579 KB) Pobierz
Technical Brief
Technical Brief
Lumenex Engine:
The New Standard in GPU Image
Quality
November 2006
TB-02824-001_v01
238833660.003.png
Lumenex Engine: The New Standard in GPU Image Quality
ii
November 8, 2006
TB-02824-001_v01
238833660.004.png
Introduction to the
Lumenex Engine
At NVIDIA we are extremely passionate about image quality. The people who
design our award-winning NVIDIA ® GeForce ® graphics processors hail from a
variety of backgrounds. Some came with experience in high-end workstation
systems, where thousands of fine lines had to be rendered with the uttermost
precision. Others spent their lives in CGI, where pixel shaders could run days on
end to produce the right subtle effects that made great films like The Incredibles and
Cars . When these engineers put their minds to design our next-generation
architecture—the GeForce 8800—they set out to build a GPU with the best image
processing engine in the world. They named the new technology the NVIDIA ®
Lumenex engine.
Lumenex comes from the two Latin words luminosus and lumens . It symbolizes the
amazing quality of light—at once both bright and scintillating. Before the
introduction of the GeForce 8800 GPU Series, PC-based graphics chips could not
live up to this ideal for a variety of reasons. Chief among them was the conflict
between rendering well and rendering quickly; graphics processors simply did not
have the resources to render a scene in its most faithful representation without
slowing to a crawl. The result was watered-down images that were neither crisp nor
luminous.
The GeForce 8800 with the Lumenex engine solves these problems and raises image
quality to the next level. The new Lumenex engine brings several key innovations:
16× Coverage Sampling Antialiasing (CSAA)
16× near-perfect angle-independent anisotropic filtering
16-bit and 32-bit floating-point texture filtering
Fully orthogonal 128-bit high dynamic-range (HDR) rendering with all the
above features
A full 10-bit display pipeline
TB-02824-001_v01
1
November 8, 2006
238833660.005.png
Lumenex Engine: The New Standard in GPU Image Quality
Lumenex Antialiasing Engine
Since NVIDIA introduced multisample antialiasing (MSAA) to the industry in 2001,
gamers have embraced the new graphics possibilities with smooth edges and crisp
textures. Over the years we continually improved our antialiasing engine, bringing
features such as gamma-corrected antialiasing and transparency antialiasing for alpha
textures. With the GeForce 8800 architecture, we were given the chance to
completely rethink our antialiasing strategy and design a solution that sets a new
standard in interactive graphics.
The current method of antialiasing relies on using multiple subpixel samples to
calculate the color of object silhouettes. Storing and reading multiple samples from
memory requires a proportionate increase in resources as the number of samples
increases. For example, 4× multisampling requires four times the storage and ROP
bandwidth as standard rendering. NVIDIA GPUs, having been designed with
multisampling in mind, can perform 4× MSAA at high resolutions with little
performance degradation. However, to attain even higher quality, antialiasing
requires additional samples. This became infeasible on prior generations of
hardware.
The Lumenex engine was designed with one goal in mind: to provide the highest
image quality with the lowest performance impact. To realize this goal, we designed
an antialiasing subsystem that employs a new algorithm called Coverage Sampling
Antialiasing (CSAA). Unlike brute-force multisampling, Coverage Sampling
Antialiasing uses intelligent coverage information to perform ultrahigh quality
antialiasing without bogging down the memory system. CSAA is introduced in the
GeForce 8800 GPUs.
The Lumenex engine sets a new standard in antialiasing by raising the total number
of samples per pixel to 16—an ultrahigh quality often used in offline rendering. The
resulting images show lines with near-perfect gradient, dramatically reduced
shimmering, and unrivalled picture clarity.
In bandwidth-constrained scenarios, traditional GPUs slowed down drastically when
rendering with 16× antialiasing. The Lumenex engine, however, was designed for
high performance so the GeForce 8800 GTX actually performs 16× antialiasing at
nearly the same speed as 4× traditional MSAA. This is a significant breakthrough
for antialiasing in interactive graphics—for the first time, graphics can be rendered
at near-CGI quality antialiasing with real-time framerates.
2
November 8, 2006
TB-02824-001_v01
238833660.006.png
Lumenex Engine: The New Standard in GPU Image Quality
Case Study: Battlefield 2
Figure 1 is a screenshot from the popular game Battlefield 2 . The screenshot was
taken at 1600 × 1200, a reasonably high resolution. But as evident in the highlighted
boxes (please see enlargements in Figure 2), aliasing is still prevalent. This example
illustrates why aliasing cannot be eliminated by merely increasing the screen
resolution—there will always be lines and details fine enough to cause aliasing at any
resolution.
In the next section we see what a dramatic difference the Lumenex engine’s
Coverage Sampling Antialiasing makes to the image quality.
Image taken from Battlefield 2
Figure 1. Examples of aliasing
TB-02824-001_v01
3
November 8, 2006
238833660.001.png 238833660.002.png
Zgłoś jeśli naruszono regulamin