NVIDIA Endless City - CUDA/DX11 Tech Demo

Started by Stefan, November 06, 2010, 09:32:07 AM

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Stefan

QuoteNVIDIA Endless City Demo
------------------------

Let the machines take over!

Our Endless City demo starts with a few dozen building blocks and uses an L-System to
assemble these into complex structures, buildings, whole city blocks, and finally a
sprawling and boundless megalopolis.

At any given time, there are hundreds of thousands of on-screen objects. The
super-efficient NVIDIA® Tessellation engine scales the number of polygons for each object
according to its surface detail and proximity to the camera . . . real-time,
high-resolution displacement.

So while you enjoy a leisurely glide through the city, the NVIDIA® GeForce® powering your
flight will be churning through over 600 million polygons per second. Better yet, there
will still be enough power to keep the lights running . . . hundreds of thousands of
them, all lighting the scene dynamically.

All you need to do is sit back and enjoy the view.


Highlights of the demo include:
-------------------------------

•   Tessellation enables a continuous ramp on the level of detail, more than
   doubling the total triangle count and providing up to a 500x increase in detail
   on the nearest objects.
•   Three dimensional displacement maps allow greater detail than simple height maps.
•   The demo positions and renders over 600 million triangles per second with a
   single GPU.
•   The city is procedurally generated. The buildings are constructed from a small
   set of objects into a city of complex structures using a set of rules called an
   L-system.
•   In the area surrounding the viewer, over a million meshes are arranged by the
   L-system, including roughly 500,000 light sources.
•   As the viewer moves, the demo endlessly (hence the name) generates more of the
   city to keep the viewer surrounded by buildings.
•   The L-system randomly selects elements to assemble so each block looks different
   from the last but if you return to a place you saw before, it'll regenerate the
   same buildings you saw previously.
•   Split screen rendering modes operate in eye space so they look correct in 3D Vision.
•   Screen-space ambient occlusion enables high quality shading on randomly
   generated and dynamic geometry which cannot be accomplished with precomputed texture
   maps.
•   Dynamic lighting on everything; can shift from day to night.


Recommended System:
-------------------

NVIDIA GeForce GTX 500 series GPU
2.6 GHz Quad core CPU
4 GB System memory
300 MB Hard drive space
Microsoft Windows Vista or Windows 7


----
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.



ATI users don't need to waste their time thanks to CUDA  :-\


nuninho1980

#1
hi! :D
this demo does not need gf11x (gt(s/x) 5x0). but it requires minimum dx11 (gt(s/x) 4x0 or better) but not any ati card because ati hasn't CUDA while it has ati stream (similar to CUDA).

I will buy gtx480 this week! :D