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Radeon® X800 Real-Time
Demos
The following demos require Windows XP or Windows 2000
and Radeon® X800 graphics technology in
order to run.
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Crowd
The rendering of large crowd sequences using Artifical Intelligence (AI) software
is a technique that has been used very effectively in a number of recent movies
and is starting to appear in games.
This demonstration shows the vertex shader processing power of the X800
being used to render a large crowd of soldiers (1400 in total) running across
a rocky terrain. All of the models feature weighted skinned vertices and
are independently animated. The behavior of the crowd is simulated using
AI.implant
www.ai-implant.com
Additional techniques used in this demo are ambient occlusion (used for
shadowing) and fluid simulation on the GPU (for the smoke).
Crowd Demo requires a 128mb card.
EXE:
MPG:
Quicktime: |
155MB 13hrs
14min @ 28.8K
20.7MB 1hr
47min @ 28.8K
55.8MB 4hrs
49min @ 28.8K |
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Ruby: The DoubleCross
"Doublecross" introduces the near future world of ATI's "Ruby" and
her arch enemy "Optico". In an action packed 1 minute and 40 seconds,
Ruby has to outwit the cunning "Optico" as he attempts to cheat on
an exchange. Ruby not only has to use her wits but battle Optico's Ninja henchmen.
Culminating in an explosive ending, Ruby escapes, leaving Optico vowing revenge.
Through the use of motion captured animation,
depth-of-field, realistic image based lighting
and dynamic shadows; "DoubleCross" borrows
heavily from both gaming and movie genres
to create a compelling demo that further
raises the expectations for real-time graphics.
Ruby: The DoubleCross demo requires a 256mb
card.
EXE:
MPG:
Quicktime: |
131MB 11hrs
12min @ 28.8K
17.4MB 1hr
30min @ 28.8K
45.3MB 3hrs
54min @ 28.8K |
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Subsurface Scattering
Subsurface Scattering is the term used to describe
the behavior of light interacting with semi-translucent
materials such as marble and jade. Incoming light
rays penetrate the material surface, are scattered
and then exit at various points on the surface.
In this demonstration, Precomputed Radiance
Transfer (PRT) along with Spherical Harmonic
(SH) lighting techniques are used to model complex
global illumination including direct and indirect
illumination (bounced lighting) as well as soft
shadows and subsurface scattering.
Subsurface Scattering Demo requires a 256mb card.
EXE:
MPG:
Quicktime: |
105MB 8hrs
55min @ 28.8K
13MB 1hr
7min @ 28.8K
30.5MB 2hrs
38min @ 28.8K |
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