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Creative
Labs3d Blaster GeForce3 Ti500
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Author : Wayne
Date : 24th September 2001
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3DVelocity would like to
thank Creative
Labs and especially Rosie Tickner of ProdigyPR for their
help and courtesy in providing this graphics card for review.
Lossless Z Compression :
Every pixel to be rendered by a graphics card
has a Z value. This value tells the graphics processor how deep
that pixel sits in the final scene, deep meaning how far from
the viewers eye point. These values are stored in part of the
frame buffer known as the Z buffer. Obviously with moving scenes
these values are dynamically changing and traffic to and from
the Z buffer can be huge as depth values are constantly read
and written for every single pixel. Using the Lightspeed Memory
Architecture s Z compression/decompression engines, the
amount of data is compressed by a factor of 4 meaning the same
information can be read and written using only a quarter of
the normal bandwidth. This process is carried out in real time
and in hardware, and the fact that it is a lossless compression
technique means that accuracy is not affected in any way.
Visibility Subsystem: Z-Occlusion Culling :
For every scene a graphics card creates, part
of what is calculated will be wasted. By the very nature of
a 3D scene, some things will be hidden by other things that
are in front of them, and unless steps are taken to correct
it, even parts of the final scene that will ultimately be hidden
are rendered fully before the graphics processor discards that
information on the basis that it won't be seen. Clearly we need
a routine that is able to decide what can and can't be seen
before the data is processed, and this is where Z-Occlusion
Culling comes in. By looking at each pixel early in the processing
stage, it is determined whether or not a pixel will be visible
in the final scene and if not that pixel is not processed. NVIDIA
are a little sketchy on how this is actually achieved, and in
all honesty theirs is not the most efficient form of HSR (Hidden
Surface removal) around, but in combination with the other bandwidth
saving technologies it certainly helps. Another technique employed
is Occlusion Query which allows a developer to instruct
their application to ask the GPU to generate a "bounding
box" over a part of a scene to test for visibility in the
final rendered scene. This is almost a "forced occlusion"
technique, but because it relies on specific calls from the
application there's no way of knowing how, when or indeed if