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NVIDIA GeoForms Demo
Posted by: Hilbert Hagedoorn on: 06/23/2006 10:31 PM [ 0 comment(s) ]
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NVIDIA GeForce Series 6 & 7 required only. GeoForms can change their shape at will, but they can also change their subatomic organization, quickly morphing into almost any material, be it glass, metal, water, wax, putty, brushed metal, marble, or jade. They range from opaque to translucent, polished smooth to rough as sand, and from plain to porous and veined. The GeoForms live in a fantastic landscape of plasma and comets, providing the light that reflects, refracts, and is transmitted through the GeoForms dynamic surface. <p><img height="75" alt="Guru3D.com Image" src="http://www.guru3d.com/-/nvidia.jpg" width="75" align="right" />Minimum System Requirements: GeForce 6 & 7 Series, Windows XP, ForceWare Drivers 77.50 or higher, 512MB system memory, 256MB video memory </p><p>We have a discussion thread open in our forums on this demo which can be <strong><a href="http://forums.guru3d.com/showthread.php?p=1806916">found here</a></strong>.</p><p><strong>Key Features</strong> </p><ul><li>HDR with Antialiasing - Using one of several techniques to achieve high dynamic-range (HDR) lighting simultaneously with multi-sample antialiasing, this scene is rich in bright lights, glows, and reflections, while still having beautifully soft antialiased edges.</li><li>HDR Motion Blur - Stunning motion blur is enabled by the ultra-fast shading core of the NVIDIA® GeForce® 7900 graphics processing unit (GPU), with far fewer blending artifacts due to depth testing for every sampled pixel. Bright spots become bright streaks as the GeoForms fly through space.</li><li>HDR Lens Flare - Just like in the real world, the lens can become awash with a light flare when looking at intensely bright areas. This is a HDR technique rather than using old-fashioned sprites.</li><li>Real-time "Depth Peeling" Refraction - Up to 4 layers of transparent surfaces are visible through each other, with no sorting of polygons or shapes - the GPU uses a depth peeling technique to put the "underneath" layers down first.</li><li>Sub-Surface Light Scattering - By rendering the geometry into multiple high-precision buffers the depth of the GeoForms can be determined, permitting light to scatter through them as it does through marble, onyx, wax, or skin.</li><li>Procedural Texturing - By compositing several samples from simple 3D noise volumes, complex and turbulent shading patterns emerge, such as marble veins, procedural bumpmaps on the 3D surface, and an ever-changing cubic environment.</li><li>NVIDIA® SLI Technology - The GeoForms frolic all the more when your GPU has friends.</li></ul><p align="center"><img alt="Guru3D.com 2006" src="http://www.guru3d.com/imageview.php?image=7943" border="1" /></p>
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