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NVIDIA Endless City - CUDA/DX11 Tech Demo


Guest Stefan

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NVIDIA Endless City Demo

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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:

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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

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

stefan.EndlessCity64.nvidia.png

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

stefan.endless.city.ati1.png

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Well, I guess I'll give it a go on my laptop - NOT! Sarcasm aside, perhaps on my next upgrade!!! I'm looking forward to the laptops with the 5xx series graphics cards. :)

Edited by Robbo the Second
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