Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
TechZone Heading
Workstation Smackdown (Nvidia Quadro DCC review)
Added on: Mon Feb 04 2002
Page: 1 2 3 5 6 7 8 9 10 11 12 13 14 15 

This technology revolutionizes viewport interactivity, allowing for multitexturing, bumpmaping, and even reflection mapping, to be seen in realtime within the viewport windows, allowing for artists to concentrate more on their art, and less on waiting to see how the render or game engine showcases their textures. (Of course this means less Quake breaks in the office)

But, I seem to have only mentioned one of the new technologies showcased within the DCC, what about vertex shaders?

A vertex is defined as a point in space, along the X,Y, and Z axis. Vertex shaders deal with the manipulation of these points, in a programmable fashion. (Not the GAP).
This allows vertices in space to be moved, transformed, and even displaced by athematical formulas.



This just adds to the interactivity even more, and will only be more supported as time progresses. This new technology also increases the number of matrixes available in skinning operations from 2, to 32 per vertex. Just a little blurb for all those character studio workers out there =).
But that�s not all! The DCC also has specific Max features through Elsa�s maxextreme drivers.

There are many other important and awesome features of the Nvidia Quadro DCC, but a lot of them are very technical and available all over the web.
If you feel your techno brains haven�t been satisfied enough yet, check out some of the following sites. You can also check these sites if you enjoy proving a guy wrong that just spent three months collecting over 768 numbers to collaborate a few graphs so that you guys would actually know what you were buying.


http://www.elsa.com

http://www.nvidia.com

http://www6.tomshardware.com/graphic/01q1/010227/index.html

http://www.anandtech.com/showdoc.html?i=1426

http://www.hardocp.com/articles/nvidia_stuff/gf_3tech/index.html



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.