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Home > Resources > Documentation & Articles > Samples & Demos > GPU Demos > Radeon™ HD 7900 Series Graphics Real-Time Demos

Radeon™ HD 7900 Series Graphics Real-Time Demos

Leo Demo

The Leo demo showcases a real-time, DirectX® 11 based lighting pipeline that is designed to allow for rendering scenes made of arbitrarily complex materials (including transparencies), multiple lighting models, and minimal restrictions on the number of lights that can be used — all while supporting hardware MSAA and efficient memory usage.

Specifically, this demo uses DirectCompute to cull and manage lights in a scene. The end result is a per-pixel or per-tile list of lights that forward-render based shaders use for lighting each pixel. This technique also allows for adding one bounce global illumination effects by spawning virtual point light sources where light strikes a surface. Finally, the lighting in this demo is physically based in that it is fully HDR and the material and reflection models take advantage of the ALU power of the AMD Radeon HD 7900 GPU to calculate physically accurate light and surface interactions (multiple BRDF equations, realistic use of index of refraction, absorption based on wavelength for metals, etc).

Movies: Full Screen 1080p (HD H.264, 400 MB)

Demo: EXE v1.1 (755 MB)*
* This demo requires Windows Vista® or above operating system, latest AMD Catalyst™ software, a dual- or quad-core CPU, and 4GB of RAM. Runs best on an AMD Radeon HD 7900 Series graphics processor. Compatible with any DirectX 11 capable graphics processor from AMD.


Ptex and PRT Technology Preview

This technology preview, using OpenGL, demonstrates a way to implement Ptex (http://ptex.us/) in real time, making one of the latest film industry techniques practical for use in games. Ptex greatly simplifies the process of texture mapping and is already supported in a number of industry standard tools. Because Ptex also naturally eliminates seams, techniques such as vector displacement are easily enabled without need for manual seam fixup. Real-time Ptex per-primitive resolution control and the more efficient packing relative to traditional methods allow for higher quality textures, yet with very little computational overhead. Partially resident textures (PRT), accessible through an OpenGL extension, also allow for simpler Ptex addressing methods by enabling variable-sized slices in texture arrays, an addressing method which would otherwise be far too costly in memory usage.

Preview Images:

Packed Ptex gives each primitive its own little texture. Here we see the packed Ptex textures for Leo’s face, including color, ambient occlusion, and world space normal on the left, and specular coefficients and vector displacement on the right.
Vector displacement allows for more drastic changes in shape than standard displacement mapping. Here we show how the folded-up cuffs on Leo’s shirt are formed from a simple blob with just two levels of tessellation.
An ear is an example where artists often struggle to manually fix seams caused by standard displacement mapping. However, the vector displacement map for Leo was created from the high and low resolution meshes with just a few button clicks and no manual tweaking.

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          • Image Convolution Using OpenCL™ – A Step-by-Step Tutorial Step 3
          • Image Convolution Using OpenCL™ – A Step-by-Step Tutorial Step 4
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      • A Heterogenius Architecture
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      • OpenCL™ Optimization Case Study: Diagonal Sparse Matrix Vector Multiplication Test
      • Barcelona’s Innovative Architecture Is Driven by a New Shared Cache
      • Bulk Encryption on GPUs
      • Develop Blazing Fast Code with Microsoft Visual Studio® 2008 and AMD Tools
      • Exploiting Multi-Core Processors in Windows Vista
      • Introduction to “Magny-Cours”
      • Java Performance when Debugging is Enabled
      • JPEG Decoding with Run-Length Encoding: A CPU and GPU Approach
      • New Round-to-Even Technique for Large-scale Data and Its Application in Integer Scaling
      • OpenCL™ and the AMD APP SDK
      • OpenCL™ and the AMD APP SDK v2.4
      • OpenCL™ Optimization Case Study Fast Fourier Transform – Part 1
      • OpenCL™ Optimization Case Study Fast Fourier Transform – Part II
      • OpenCL™ Optimization Case Study: Simple Reductions
      • OpenCL™ Optimization Case Study: Support Vector Machine Training
      • Performance Optimization of Windows Applications on AMD Processors, Part I
      • Performance Optimization of Windows Applications on AMD Processors, Part II
      • Ten Things Developers Should Know About Windows 7
      • The Windows NUMA API-What It Is and Why You Care
      • Tiled Convolution: Fast Image Filtering
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      • Software Optimization Video Series
      • Xen Summit North America 2010
    • Java™ Zone
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      • OpenGL® Specifications
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      • Processor and Core Enumeration Using CPUID
      • GPU Demos
        • Radeon™ HD 7900 Series Graphics Real-Time Demos
        • Radeon™ HD 6900 Series Graphics Real-Time Demo
        • Radeon™ HD 5000 Series Graphics Real-Time Demos
        • Radeon™ HD 4800 Series Real-Time Demos
        • FireGL™ V8600 PCI-Express Real-Time Demos
        • Radeon™ HD 3000 Series Real-Time Demo
        • Radeon™ HD 2000 Series Real-Time Demos
  • Archive
    • Events
      • AMD OpenCL Coding Competition
      • Real-Time Image Processing for Autonomous Learning and Control within 3D Virtual Worlds
      • Semi-Supervised Learning-Based Method for Adaptive Shadow Detection
      • AMD OpenCL™ Coding Competition
      • Real-time Video Effects with AMD & Kinect
      • Numerical Simulation of an X-Ray Generator
    • AppShowcase Archive
    • Archived Tools
      • Video Player Test
      • CPU Tools Archive
        • 128-Bit SSE5 Instruction Set
        • AMD String Library
        • Framewave Project
        • SSEPlus Project
      • GPU Tools Archive
        • ATI Stream Software Development Kit (SDK) v2.0 Beta Program
        • AMD Tootle
        • ASHLI – Advanced Shading Language Interface
        • ATI Radeon™ SDK
        • ATI Stream Software Development Kit (SDK) v1.4-beta
          • ATI Stream SDK MD5 Checksums
        • ATI_Compress
        • CubeMapGen
        • AMD GPU MeshMapper
        • GPU PerfStudio
        • Normal Mapper
        • RenderMonkey™ Toolsuite
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        • The Compressonator
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