NVIDIA Demo - Froggy

Benchmarks & Demo's 179 Updated by Hilbert Hagedoorn

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Froggy is a bit high strung and loves nothing more than a deep-tissue massage for relaxation. Feel free to pull, slap, poke, prod and otherwise comfort him. You can even pull his eyelids if you think it'll help. (These massage techniques are not recommended for offline amphibians.)

GeForce 8800's unified shader and our new streamout feature make all of this possible. The unified shader balances 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. Streamout allows the GPU to calculate the interactive, deforming skin of the frog. With older generation GPUs this type of interactive GPU acceleration wasn't practical.

The skin shader is a modified version of the Adrianne skin shader with modified scattering properties derived from photos of real frog skin. The shader has high-detail bump and detail maps and a complex, physically-based lighting model that simulates sub-surface scattering.

In addition, the scene is rendered with high-quality supersampling for jaggy-free AA. Froggy's eyes are wet and shiny courtesy of a custom shader that raytraces the irises and simulates refraction. Froggy's world also includes dynamically-generated lights and shadows.

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