NVIDIA Demo - Adrianne

Benchmarks & Demo's 179 Updated by Hilbert Hagedoorn

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The Adrianne demo uses complex shading and deformation techniques typically reserved for offline-rendered animation. GeForce 8800's unified shader architecture makes this possible by dynamically balancing any combination of vertex, geometry and pixel shading for maximum hardware acceleration. This same unified shader architecture works with all OpenGL, DirectX 9, and DirectX 10 titles.

Adrianne's skin shader is the most complex in the scene; 1,400 instructions per pixel, 15 render passes, five separate bump maps, and a complex, physically-based lighting model that simulates sub-surface scattering. The sub-surface scattering algorithm uses three separate skin layers and each layer has unique scattering properties. In addition to the skin, the hair shader is rendered with a complex anisotropic shader that simulates the highlight on the exterior of the hair and the highlight again as it is reflected and scattered through each shaft of hair.

GeForce 8800 also enables more sophisticated GPU-accelerated character skinning resulting in more life-like animations. Blendshapes, sculpt deformers, and skeletal-driven bump maps manipulate Adrianne's facial expressions and facilitate her body motions, including such details as Adrianne's shoulder blades moving beneath the skin of her back.

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