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- GeForce FX Demosuite:
-
- This description applies to the GeForceFX demosuite
- including:
-
- Dawn (aka Fairy)
- Time Machine (aka Truck)
- Toys
- Dancing Ogre
-
- Please note that these demos look best with AA level set
- to 4X. This is in the "Performance & Quality Settings"
- of the control panel
-
- Also, the vertical sync has an effect on the frame rate.
- You may find that things run at a better frame rate with
- the v-sync set to off (although this will likely cause
- some tearing artifacts). You can change the v-sunc
- setting in the "OpenGL Settings" of the control panel.
- Set the menu for "Vertical Sync" to "Always off"
-
-
- Demo Descriptions:
-
-
- Dawn:
-
- Welcome to our enchanted forest. A place where virtuality
- meets reality. This is the domain of the prettiest pixie
- to ever grace the computer screen. While her existence may
- only be virtual, the life-like effects made possible with
- GeForceFX will convince you that she is real. She is brought
- to life through the magic of complex vertex shaders that
- provide for both skeletal (body) animation, and blend shape
- (facial) animation. But, what truly sets her apart from
- those cyborg computer zombies that used to pass for living
- creatures is SKIN. Beautiful human skin. She is covered
- with an intricate skin shader that accounts for all the
- subtleties of human skin. This includes consideration of the
- oilyness of the skin surface, the amount of blood that runs
- just beneath the surface, and surface highlights as light
- hits her skin at glancing angles. In her enchanted world,
- it's unclear where fantasy ends and reality begins.
-
- Key Features:
- Vertex Shaders - Two key vertex shaders drive her motion.
- A branching skeletal shader where the body mesh is driven
- by several different combinations of internal bones. Also,
- a blend shape shader that deforms her face based on control
- parameters.
-
- Skin Shader - This uses a complex combination of color maps,
- specular maps, and blood charateristic maps to produce very
- realistic skin. In addition, lighting subtleties are
- accomplished with a series of cube maps for diffuse specular
- and "highlight" skin lighting.
-
- Wing Shader - A translucent shader is used for the wings.
- This modifies both the reflected color off the wings as well
- as the amount of light passing through the wings based of
- viewing and light angles.
-
- How to run:
-
- The fairy demo will automatically play in "Movie Mode" where
- she plays through a preset animation with preset emotions.
- If you leave the demo untouched long enough, it will
- automatically return to this movie mode.
-
- In order to interact with the demo, you must switch
- the camera mode. Use the "Animation -> Free Camera" menu.
- You'll find other options in the "Animation" menu for
- changing the animation from the "dance" scene to a
- "sunning" scene and play/pause the animation.
-
- Have fun playing with her different expressions in the
- "Expressions" menu. If you want to make your own expression,
- use the "Expression -> Sliders" option to open all the
- paramters that modify her face. Note that each expression
- has a different set of sliders. The "Angry" expression
- will have different parameters hooked to the sliders than
- "Happy".
-
- Mouse buttons:
- Left: Orbit Camera
- Middle: Pan Camera
- Right: Zoom Camera
-
- Keyboard shortcuts:
- W: Toggle wireframe
- SPACE: Pause animation
- M: Hide the UI (Menus)
-
-
-
- Time Machine:
-
- Gaze through a portal at the passage of time as this 1950's
- era pickup truck shows the ill effects of decades of neglect.
- Moving from its pristine condition in 1950 to an old rust
- bucket of today, the power of the programmable GeForceFX
- pixel engine blends a variety of material surface effects
- into a single shader program. A combination of procedural
- and high resolution texture data, create a series of realistic
- surface treatments on the paint, chrome, wood, and interior
- components of this old work horse.
-
- Key Features:
- Time Based Shaders - Each of the aging materials has a single
- pixel shader associated with it. These shaders use a variety
- of texture map inputs (color, bump, specular, reflection,
- surface reflectivity, and reveal maps) to produce a seamless
- transition of surface material effects over time.
-
- How to run:
-
- Mouse buttons:
- Left: Orbit Camera / Light
- Middle: Pan Camera / Light
- Right: Zoom Camera / Light
- Double-click on the lamp with the left mouse to make it swing
-
- Keyboard shortcuts:
- M: Sliders appear
- Space: Start the aging process
- R: Reset demo
- W: Render as wireframe
- P: Reder as points
- N: "Normal" Shading (to exit from wireframe/points)
-
-
- Toys:
-
- Enter a world of imagination as two young boys stage their
- own "War of the Worlds" with props from their toy box. As
- budding young movie producers, they struggle to get their
- stage, props and camera settings just right. Cinematography
- brings on a whole new definition as they experiment with a
- lagging auto-focus, and depth of field on their video camera.
- Heck, even Orson Welles had to start somewhere.
-
- Key Features:
- Cinematic Camera Effects - Pixel Shaders are used to simulate
- camera effects like depth of field, and full scene blurring
- from an auto-focus.
-
- Realistic Material Shaders - Special pixel shaders add realism
- to the toy models in the scnene. There a special plastic shader
- for tank, robot and other plastic models. A painted wood shader
- for the wood blocks, and a brushed metal shader for the
- flying saucer.
-
- How to run:
-
- Mouse buttons:
- Left: Orbit Camera
- Middle: Pan Camera
- Right: Zoom Camera
-
- Click on the "Control" button to get sliders / player controls
-
-
- Dancing Ogre:
-
- GeForceFX further closes the gap between what's possible in
- Off-line movie rendering and real-time, interactive rendering.
- This "Dancing Ogre" is a real-time rendition of a movie
- originally created by Spellcraft Studios titled "Yeah! the movie".
- The fidelity of the characters in the scene (polygon counts,
- materials, and complexity of motion) are nearly indistiguishable
- from that of the original off-line rendered composition. Special
- thanks to Spellcraft Studios (see www.yeahthemovie.de) for the
- use of their material to produce this demo.
-
-
- Key Features:
- Realtime adaptive subdivision surfaces - The Ogre model uses a
- surface meshes that varies in complexity based on proximity to the
- camera. You can see this subdivision easily in wire-frame mode.
-
- Advanced Skin Shader - Using true Blinn bump mapping with a
- combination of color, bump, and specular texture maps.
-
- Advanced lighting - Using shadow map shadows and object self
- occlusion.
-
- How to run:
-
- Mouse buttons:
- Left: Orbit Camera / Light
- Middle: Pan Camera / Light
- Right: Zoom Camera / Light
-
- Keyboard shortcuts:
- M: Sliders appear
- Space: Start the aging process
- W: Render as wireframe
- O: Play in slOw motion
- F: Fast Forward
- A: Toggle Audio
-
- (c) SpellCraft Studios 2002
- http://www.yeahthemovie.de
-