hamad_007
27-11-2006, 08:27 PM
السلام عليكم و رحمة الله و بركاته
أعلنت سوني في E3 2005 عن مواصفات كرت البلاي ستيشن3
و أعلنت انه قادر على عرض 100 بليون شادر .
للاسف تم تغيير عدد الشادر .
فبدلا من 100 بليون شادر أصبحت 75 بليون شادر .
NVIDIA's built-in G70-based RSX "Reality Synthesizer" has received nearly as much press -- boasting the ability to handle almost 75 billion shader operations per second with a clock speed of 550MHz. Add 256MB of XDR RAM and another 256MB of GDDR3 VRAM and you have quite the collective muscle.
المصدر : http://ps3.ign.com/articles/747/747413p1.html
الجام العربي
27-11-2006, 08:40 PM
مشكور أخوي وتذكر أن 75 بليون شادر شيء ليس بالسهل!!!
ولكن السؤال ماهو الشادر وشكرا على موضوعك
hamad_007
27-11-2006, 08:46 PM
الشادر هو الي ينعم المضلعات .
مشكور اخوي على ردك .
Ninja.Gaiden
27-11-2006, 09:40 PM
مو مشكلة 70ويلا 100 نفس الشي...مشكور
Dark Virgil
27-11-2006, 10:23 PM
حلو............بس ال360 كم؟
kamal muhammad
27-11-2006, 10:31 PM
الخبر قديم وكان قيد الاشاعة
اخوي حمد السوني لم تكذب عندما اعلنت عن مواصفات الكرت, المشكلة ان تجربة لم تنجح , اتذكر اني قرأت في موقع تكنلوجيا الغربي عن هذا الموضوع ... والكل انكر ذالك بكلمة واحدة (اشاعة).
نيفيديا جهزت كل شيئ , مالمشكلة الجهاز كان يعاني من الحرارة والاخطاء الأخرى ادت الى فشل التجربة.
وشكرا
Lasto
28-11-2006, 09:14 AM
:31:SO ??? BIG DEAL
بايو ^^
جوردا
28-11-2006, 11:37 AM
على ما اعتقد ان shader هو تظليل تقنية تظليل وليست تنعيم تنعيم يرمز لها AA على مااعتقد
ممممممممممممممممممم
يعني
البلا3 = 75 بليون
الاكس360= 48 بليون
الوي= ؟؟؟؟؟؟؟
الفرق بين الاكس و البلا 27 بليون يعني قل الفارق عن الماضي(52بليون)
على العموم لا اتوقع هذي فقط الا خفضت يمكن في اشياء اخرى كا المضلعات خفضة ايضا
Artistic-Mind
28-11-2006, 12:21 PM
مع احترامي لكم والله انكم مخرفين
كل واحد يتلفسف ولا يعترف برأي الثاني
الشيدر هي كالتالي
المضلعات المكسية بمادة تحدد معالم الجسم ان كان صخر او ماء او جلد او لحم او عضم او اي شيئ باختلاف النتوء وشكله ودرجة لمعانه و و و و و ويحتوي على الخائص التالية (بعضها )
1-diffuse map اللون او الـtexture والكل يعرفها
2-spec map اللمعة
3-bump map النتوء
4-normal bump mapping النتزء الحي المرتبط بالمضلعات
ورجاءً يا شباب بلا فلسفة مع احترامي لكم :D
خليتوني اكر المنتدى نوعاً ما :D
على الأقل
ابحثوا في en.wikipedia.com
Shader
From Wikipedia, the free encyclopedia
(Redirected from Shaders (http://en.wikipedia.org/w/index.php?title=Shaders&redirect=no))
Jump to: navigation (http://en.wikipedia.org/wiki/Shaders#column-one), search (http://en.wikipedia.org/wiki/Shaders#searchInput)
This article or section may be confusing or unclear for some readers,
and should be edited to rectify this.
Please improve the article, or discuss the issue on the talk page (http://en.wikipedia.org/wiki/Talk:Shader).
A shader is a computer program (http://en.wikipedia.org/wiki/Computer_program) used in 3D computer graphics (http://en.wikipedia.org/wiki/3D_computer_graphics) to determine the final surface properties of an object or image. This often includes arbitrarily complex descriptions of texture mapping (http://en.wikipedia.org/wiki/Texture_mapping), light absorption (http://en.wikipedia.org/w/index.php?title=Light_absorption&action=edit), diffusion (http://en.wikipedia.org/wiki/Diffusion), reflection (http://en.wikipedia.org/wiki/Reflection_%28physics%29), refraction (http://en.wikipedia.org/wiki/Refraction), shadowing (http://en.wikipedia.org/wiki/Shadow), surface displacement (http://en.wikipedia.org/wiki/Displacement_mapping) and post-processing (http://en.wikipedia.org/wiki/Post-processing) effects.
Contents
[hide (http://javascript<b></b>:toggleToc())]
<LI class=toclevel-1>1 Introduction (http://en.wikipedia.org/wiki/Shaders#Introduction) <LI class=toclevel-1>2 Real-time shader structure (http://en.wikipedia.org/wiki/Shaders#Real-time_shader_structure)
<LI class=toclevel-2>2.1 Vertex shaders (http://en.wikipedia.org/wiki/Shaders#Vertex_shaders) <LI class=toclevel-2>2.2 Pixel shaders (http://en.wikipedia.org/wiki/Shaders#Pixel_shaders) <LI class=toclevel-2>2.3 Geometry shaders (http://en.wikipedia.org/wiki/Shaders#Geometry_shaders)
2.4 Lighting & shadowing (http://en.wikipedia.org/wiki/Shaders#Lighting_.26_shadowing)<LI class=toclevel-1>3 Further reading (http://en.wikipedia.org/wiki/Shaders#Further_reading)
4 References (http://en.wikipedia.org/wiki/Shaders#References)//
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=1)] Introduction
In the 3D computer graphics creation process, shaders are used to define "materials" and are attached to the different surfaces of objects. For example, for a simple ceramic mug model, a single ceramic shader will be attached to the entire mug; for a hammer model, a rubber or plastic shader will be attached to the handle and a metal shader to the striking surface. During the rendering (http://en.wikipedia.org/wiki/Rendering_%28computer_graphics%29) process, the rendering program will run the various surface shaders as it attempts to draw the various surfaces, passing to the shader programs all of the needed parameters, such as the specific 3D location of the part of the surface being drawn, the location, directions, and colors of all the lights, any texture or bump maps needed by the shader, and environment or shadow maps. The shader program will return as its output the final color of a given pixel in a scene. In layman's terms, a shader answers the question (that the rendering program asks), "Given the locations of all the objects, all the lights, and the camera in a scene, what color should I draw this particular object at this particular location?"
In non-realtime applications for which rendering speed is less important than final image quality, such as special effects for film and television, shaders are typically run in software, and can be arbitrarily complex. The RenderMan Shading Language (http://en.wikipedia.org/wiki/RenderMan_Shading_Language) is a common non-realtime shading language used extensively by visual effects studios for film and television.
In realtime applications where rendering speed is of utmost importance, such as video games, the shading portion of the rendering pipeline runs on specialized hardware on modern video cards (http://en.wikipedia.org/wiki/Video_cards). When specialized 3D-accelerated video cards first appeared on the market, the shader on any object was essentially hard coded as a simple Phong surface shader (http://en.wikipedia.org/wiki/Phong_shading), for which a few basic lighting parameters (color, specular, diffuse and ambient) could be tweaked, with a few additional features (such as texture maps and hardware fog). Recently, new video cards have been released which allow arbitrary (but length-limited) shader programs to be run on hardware, resulting in vast improvements in video game graphics.
Shaders are usually written using a shading language (http://en.wikipedia.org/wiki/Shading_language), a specifically designed programming language (http://en.wikipedia.org/wiki/Programming_language).
By design, hardware shaders are ideal candidates for parallel (http://en.wikipedia.org/wiki/Parallel_computing) execution by multiple graphic processors, which are usually located on a video card, allowing for scalable multiprocessing (http://en.wikipedia.org/wiki/Multiprocessing) and lessening the burden on the CPU (http://en.wikipedia.org/wiki/Central_processing_unit) for rendering scenes.
The increasing performance and programmability of shader-based architectures attracted researchers interested in exploiting the new parallel model for General Purpose computation on GPUs (http://en.wikipedia.org/wiki/GPGPU). This demonstrated that shaders could be used to process a large variety of information, and not just rendering-specific tasks. This new programming model, which resembles stream processing (http://en.wikipedia.org/wiki/Stream_processing), allows high computational rates at extremely low cost that will operate on a wide installed base (e.g. the common home PC).
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=2)] Real-time shader structure
There are different approaches to shading, mainly because of the various applications of the targeted technology. Production shading languages are usually at a higher abstraction level, avoiding the need to write specific code to handle lighting or shadowing. In contrast, real-time shaders integrate light and shadowing computations. In those languages, the lights are passed to the shader itself as parameters (http://en.wikipedia.org/wiki/Parameter).
There are actually two different applications of shaders in real-time shading languages: vertex shaders and pixel shaders. Although their feature sets converged (meaning that it is now possible to write a vertex shader using the same functions (http://en.wikipedia.org/wiki/Function_%28programming%29) of a pixel shader), the different purposes of computation impose limitations to be acknowledged.
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=3)] Vertex shaders
Vertex shaders are applied for each vertex and run on a programmable vertex processor. Vertex shaders define a method to compute vector space transformations and other linearizable computations.
A vertex shader expects various inputs:
Uniform variables are constant values for each shader invocation. Changing the value of each uniform variable between different shader invocation batches (http://en.wikipedia.org/wiki/Batch) is permissible. This kind of variable is usually a 3-component array (http://en.wikipedia.org/wiki/Array) but this does not need to be. Usually, only basic datatypes (http://en.wikipedia.org/wiki/Datatype) are allowed to be loaded from external APIs so complex structures must be broken down[1] (http://en.wikipedia.org/wiki/Shader#endnote_glslangUniforms). Uniform variables can be used to drive simple conditional execution on a per-batch basis. Support for this kind of branching at a vertex level has been introduced in shader model 2.0.
Vertex attributes, which are a special case of variant variables, which are essentially per-vertex data such as vertex positions. Most of the time, each shader invocation performs computation on different data sets. The external application usually does not access these variables directly but manages them as large arrays. Besides this, applications are usually capable of changing a single vertex attribute with ease. Branching on vertex attributes requires a finer degree of control which is supported with extended shader model 2.
Vertex shader computations are meant to provide the following stages of the graphics pipeline with interpolatable (http://en.wikipedia.org/wiki/Interpolation) fragment attributes. Because of this, a vertex shader must output at least the transformed homogeneous vertex position (in GLSL (http://en.wikipedia.org/wiki/GLSL)).
Outputs from different vertex shader invocations from the same batch will be linearly interpolated across the primitive being rendered. The result of this linear interpolation is fetched to the next pipeline stage.
Some examples of vertex shader's functionalities include arbitrary mesh (http://en.wikipedia.org/wiki/Mesh) deformation (possibly faking lens effects such as fish-eye (http://en.wikipedia.org/wiki/Fisheye_lens)) and vertex displacements in general, computing linearizable attributes for later pixel-shaders such as texture coordinate transformations. Vertex shaders cannot create vertices.
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=4)] Pixel shaders
Pixel shaders — or "fragment shaders" in OpenGL nomenclature — are used to compute properties which, most of the time, are recognized as pixel colors.
Pixel shaders are applied for each pixel. They are run on a pixel processor, which usually features much more processing power than its vertex-oriented counterpart. As of October 2005 (http://en.wikipedia.org/wiki/October_2005), some architectures are merging the two processors in a single one to increase transistor usage and provide some kind of load balancing (http://en.wikipedia.org/wiki/Load_balancing).
As previously stated, the pixel shaders expects input from interpolated vertex values. This means there are two sources of information:
Uniform variables can still be used and provide interesting opportunities. A typical example is passing an integer providing a number of lights to be processed and an array of light parameters. Textures are special cases of uniform values and can be applied to vertices as well, although vertex texturing is often more expensive.
Varying attributes is a special name to indicate a fragment's variant variables, which are the interpolated vertex shader output. Because of their origin, the application has no direct control on the actual value of those variables.
Branching on the pixel processor has also been introduced with an extended pixel shader 2 model but hardware supporting this efficiently is beginning to be commonplace only now, usually with full pixel shader model 3 support.
A pixel shader is allowed to discard the results of its computation, meaning that the corresponding framebuffer (http://en.wikipedia.org/wiki/Framebuffer) position must retain its previous value.
Pixel shaders also don't need to write specific color information because this is not always wanted. Not producing color output when expected however gives undefined results in GLSL.
Pixel shaders have been employed to apply accurate lighting models (http://en.wikipedia.org/w/index.php?title=Lighting_model&action=edit), simulate multi-layer surface properties, simulating natural phenomena such as turbulence (vector field (http://en.wikipedia.org/wiki/Vector_field) simulations in general) and applying depth-of-field to a scene or other color-space transformations.
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=5)] Geometry shaders
Geometry shaders are a new type of shaders coming in next generation graphics hardware like the GeForce 8 Series (http://en.wikipedia.org/wiki/GeForce_8_Series) and Radeon R600 (http://en.wikipedia.org/wiki/Radeon_R600). Geometry shaders do per-primitive operations on vertices grouped into primitives like triangles, lines, strips and points outputted by vertex shaders. Geometry shaders can make copies of the inputted primitives, so unlike vertex shaders they can actually create new vertices. Examples of use include shadow volumes (http://en.wikipedia.org/wiki/Shadow_volume) on the GPU, render-to-cubemap and procedural generation (http://en.wikipedia.org/wiki/Procedural_generation).
[edit (http://en.wikipedia.org/w/index.php?title=Shader&action=edit§ion=6)] Lighting & shadowing
Considering the lighting equation, we have seen the trend to move evaluations to fragment granularity (http://en.wikipedia.org/wiki/Granularity). Initially, the lighting computations were performed at vertex level (Gouraud shading (http://en.wikipedia.org/wiki/Gouraud_shading) using the Phong reflection model (http://en.wikipedia.org/wiki/Phong_reflection_model)), but improvements in fragment processor designs allowed to evaluate much more complex lighting equations such as Phong shading (http://en.wikipedia.org/wiki/Phong_shading) and bump mapping (http://en.wikipedia.org/wiki/Bump_mapping).
It is well acknowledged that lighting really needs hardware support for dynamic loops (this is often referred as DirectX Pixel Shader Model 3.0) because this allows to process many lights of the same type with a single shader. By contrast, previous shading models would have needed the application to use multi pass rendering (http://en.wikipedia.org/w/index.php?title=Multi_pass_rendering&action=edit) (an expensive operation) because of the fixed loops. This approach would also have needed more complicated machinery.
For example, after finding there are 13 "visible" lights, the application would have the need to use a shader to process 8 lights (suppose this is the upper hardware limitation) and another shader to process the remaining 5. If there are 7 lights the application would have needed a special 7-light shader.
By contrast, with dynamic loops the application can iterate on dynamic variables thus defining a uniform array to be 13 (or 7) "lights long" and get correct results, provided this actually fits in hardware capabilities[2] (http://en.wikipedia.org/wiki/Shader#endnote_glslangResources). As of October 2005 (http://en.wikipedia.org/wiki/2005), there are enough resources to evaluate over 50 lights per pass when resources are managed carefully.
Computing accurate shadows make this much more complicated, depending on the algorithm used. Compare stencil shadow volumes (http://en.wikipedia.org/wiki/Stencil_shadow_volume) and shadow mapping (http://en.wikipedia.org/wiki/Shadow_mapping). In the first case, the algorithm requires at least some care to be applied to multiple lights at once and there's no actual proof of a multi-light shadow volume based version. Shadow mapping by contrast seems to be much more well-suited to future hardware improvements and to the new shading model which also evaluates computations at fragment level.
Shadow maps however need to be passed as samplers, which are limited resources: actual hardware (27 October (http://en.wikipedia.org/wiki/October_27) 2005 (http://en.wikipedia.org/wiki/2005)) support up to 16 samplers so this is a hard-limit, unless some tricks are used. It is speculated that future hardware improvements and packing multiple shadow maps in a single 3D-texture will rapidly raise this resource availability.
hamad_007
28-11-2006, 12:53 PM
مو مشكلة 70ويلا 100 نفس الشي...مشكور
مب مشكلة في العدد
بس الي مو عاجبني ان سوني ما قالت هالكلام من البداية
يعني لو كانوا صريحين من البداية مب كان احسن ؟؟؟؟؟؟؟؟
مشكور اخوي على ردك .
الخبر قديم وكان قيد الاشاعة
اخوي حمد السوني لم تكذب عندما اعلنت عن مواصفات الكرت, المشكلة ان تجربة لم تنجح , اتذكر اني قرأت في موقع تكنلوجيا الغربي عن هذا الموضوع ... والكل انكر ذالك بكلمة واحدة (اشاعة).
نيفيديا جهزت كل شيئ , مالمشكلة الجهاز كان يعاني من الحرارة والاخطاء الأخرى ادت الى فشل التجربة.
وشكرا
اخوي الخبر هذا الي أنا كاتبنه من IGN
و موقع ign من أفضل المصادر الموثوقة
يعني مستحيل تكون اشاعة
و مشكور على ردك
على ما اعتقد ان shader هو تظليل تقنية تظليل وليست تنعيم تنعيم يرمز لها AA على مااعتقد
ممممممممممممممممممم
يعني
البلا3 = 75 بليون
الاكس360= 48 بليون
الوي= ؟؟؟؟؟؟؟
الفرق بين الاكس و البلا 27 بليون يعني قل الفارق عن الماضي(52بليون)
على العموم لا اتوقع هذي فقط الا خفضت يمكن في اشياء اخرى كا المضلعات خفضة ايضا
مب مهم عدد المضلعات أو الشادر
الأهم تقنية الكرت و طريقة عرض المضلعات .
و توقعاتي نفس توقعاتك
مشكور على ردك اخوي .
مع احترامي لكم والله انكم مخرفين
كل واحد يتلفسف ولا يعترف برأي الثاني
الشيدر هي كالتالي
المضلعات المكسية بمادة تحدد معالم الجسم ان كان صخر او ماء او جلد او لحم او عضم او اي شيئ باختلاف النتوء وشكله ودرجة لمعانه و و و و و ويحتوي على الخائص التالية (بعضها )
1-diffuse map اللون او الـtexture والكل يعرفها
2-spec map اللمعة
3-bump map النتوء
4-normal bump mapping النتزء الحي المرتبط بالمضلعات
ورجاءً يا شباب بلا فلسفة مع احترامي لكم :D
خليتوني اكر المنتدى نوعاً ما :D
على الأقل
ابحثوا في en.wikipedia.com
Shader
From Wikipedia, the free encyclopedia
أوكي عرفنا :33:
مشكور على المعلومة .
kamal muhammad
28-11-2006, 01:57 PM
اخوي حمد لم انفي الخبر اللذي وضعته, اللذي كنت اعنيه ان الخبر كان قيد الاشاعة اما الآن فقد تبين لنا صحة الخبر.
اقولها مرة أخرى نيفيديا جهزت كل شيئ والنتيجة كانت مخيبة للآمال ...ارتفاع الحراة, ومعالج السيل اللذي توافق مع كرت الرسوم بنسبة 95 بالمئة او اقل على حسب كلامهم.
بالنسبة لعدد المضلعات قالوا انه معرض للانخفاض بسبب الاخطاء الكثيرة والله اعلم ان كان ماقاله هذا الرجل صحيح وشكرا.
Artistic-Mind
28-11-2006, 06:10 PM
أوكي عرفنا :33:
دخلت عليك فجأة شكلك اخترعت
بس ممتاز زين عرفت علشان المرة الثانية لشان تكسر راس واحد ثاني
:D
hamad_007
28-11-2006, 08:06 PM
اخوي حمد لم انفي الخبر اللذي وضعته, اللذي كنت اعنيه ان الخبر كان قيد الاشاعة اما الآن فقد تبين لنا صحة الخبر.
اقولها مرة أخرى نيفيديا جهزت كل شيئ والنتيجة كانت مخيبة للآمال ...ارتفاع الحراة, ومعالج السيل اللذي توافق مع كرت الرسوم بنسبة 95 بالمئة او اقل على حسب كلامهم.
بالنسبة لعدد المضلعات قالوا انه معرض للانخفاض بسبب الاخطاء الكثيرة والله اعلم ان كان ماقاله هذا الرجل صحيح وشكرا.
اها
فهمت
مشكور على التوضيح .
HUMAED
29-11-2006, 01:28 PM
مب مشكلة ..
عموما شكرا عالخبر
وشكرا ارتيستك مايند عالتوضيح
DARK PAST
29-11-2006, 08:10 PM
مشكور على الخبر كنت أسمع البلاي3 100 بليون شادر بس مدري الأكس 360 كم إذاكان الأكس بوكس رسومه حلوه يعني البلاي3 بتكون رسومه روعه :biggthump
The Ace Overlord
04-12-2006, 07:56 PM
معلومات مفيده لكن الي يهمني ان البلاي 3 يكون اقوى من الـ X360 الي مسيطر على سوق الالعاب حاليا.
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