Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware
|
|
- Jodie Burke
- 6 years ago
- Views:
Transcription
1 White Paper Intel Software Solutions Group David Bookout Satheesh G. Subramanian Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware This white paper describes techniques to generate shadows on mainstream graphics hardware in realtime. Shadows make a 3D scene more realistic and while Shadow Maps suffer from anti-aliasing artifacts due to low-precision textures, Shadow Volumes avoid this problem by creating physically accurate shadows. However, if there are many dynamic shadow-generating objects or if there are a lot of moving light sources, this technique could severely affect performance. This paper describes how shadow volumes generated on the CPU using a multithreaded approach could free up the graphics hardware from this bottleneck-creating task. November 2007 Intel Corporation
2 Contents 1 Introduction Overview Implementation Threading Additional Considerations References and Related Articles References Related Articles About the Authors Figures 1-1 Scene Rendered Without and With Shadows Representation of Shadow Optics Representation of Shadow Volume Example of a Silhouette Edge New Quad Created from the Silhouette Edge to Form the Shadow Polygon A Simple Example of the Z-Pass Stencil Buffer Counting Technique The Z-Pass Technique is Incorrect when the View is Inside of a Shadow Volume Example of Capping of Convex Shadow Volumes Rendering the Shadow Volume Created Low Resolution Geometry Results in Low Resolution Shadows
3 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 1 Introduction Shadows are an important part of our perception of the world. We interpret them to give ourselves more information about the objects we see in the world. The position and shape tell us about the surface on which a shadow is cast, the shape of the object, and the relative position of the light (Error! Reference source not found.). For 3D graphics, they also provide a more realistic feel to scenes. A viewer can easily detect a computer-generated image by incorrect shadows. Figure 1-1. Scene Rendered Without and With Shadows This paper discusses: A detailed implementation using shadow volumes on mainstream graphics hardware based on the Intel G965 Express Chipset that support hardware vertex processing with the lastest drivers (Chipset driver version 14.31, Graphics driver version ) A multi-threaded solution for handling moving objects and light sources. An implementation (code sample) of shadow maps that is based on the EmptyProject example from the Microsoft DirectX* 9.0 SDK The shadow provides the viewer with information about the position of the light source and the distance from the torus to the back plane. 3
4 4 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper
5 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 2 Overview Shadows are produced when light from a light source is blocked by an object (the occluder) before it reaches a second object (the receiver). The darkest area of the shadow on the receiver is called the umbra. Because lights usually have a significant volume, there is an area around the edge of the shadow where some, but not all, of the light from the light source reaches the receiver. This area, called the penumbra, blends the edge of the shadow to the fully lit section of the receiver. Real-time graphics relies on a number of simplifications to the lighting system that make accurate shadows difficult. The most significant is the point light source; point lights do not generate a penumbra on the receiver because the light is either fully occluded or not. Point light sources will make our calculations much easier, but they result in unrealistic hard shadows. Light sources that occupy a volume in space create soft shadows where the receiver is partially lit by the light source (Error! Reference source not found.). In this sample, we consider the light source to be a point light source and hence you would see hard shadows. Figure 2-1. Representation of Shadow Optics In Error! Reference source not found., a light source sampled from only one point creates a hard shadow. Sampling from the entire source creates the penumbra and an umbra that is smaller than the hard shadow. The shadow volume algorithm uses the volume of space defined by the light source and an occluder. Anything inside the shadow volume is in shadow, and anything outside of the volume is lit. The shape of the volume is determined by the silhouette edges of the occluder relative to the light source. The shadow volume is the collection of silhouette edges projected away from the light to infinity. When lighting a scene, we must first determine the silhouette edges of the occluders and generate the appropriate shadow volumes. Once we have the volumes we must determine what geometry is in shadow and what is not. Then we must perform the lighting calculations. 5
6 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper Figure 2-2. Representation of Shadow Volume 6
7 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 3 Implementation Silhouette Edge Detection One of the most important aspects of using shadow volumes is the choice of algorithms for determining the silhouette edges of the occluder. Once the boundaries of the shadow volume are known, determining the lighting of a scene is reasonably straightforward. Silhouette edge detection algorithms vary in running time, conceptual complexity, and robustness. When choosing an algorithm, consider the models that you will use. If the models are simple, a simple algorithm will suffice. For our implementation, we chose a simple algorithm that relies on a closed mesh, and each edge in the mesh is used by exactly two faces. The algorithm does not require any additional restrictions and runs in O(n2 log n) complexity. Algorithm: Start with an empty list of silhouette edges For each face if the face is front facing for each edge of the face if the edge is in the silhouette edge list remove the edge from the list else add the edge to the silhouette edge list endif endfor endif endfor The algorithm simply iterates over each triangle. If the triangle faces the light, check to see if the edges are shared with another triangle that faces the light. The test to check if the triangle faces the light is a simple dot product between the triangle normal and the light vector incident on the triangle surface. If the dot product is ve the triangle is not facing the light and if it is positive, it is facing the light. If an edge is not shared with another triangle edge facing the light, then it is a silhouette edge. The included sample code contains an implementation (function: GenerateShadowVolume) of the above algorithm that generates the edge list for an ID3DXMesh using the vertex buffer and index buffer. 7
8 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper Figure 3-1. Example of a Silhouette Edge Figure 3-1 shows a silhouette edge that is shared by a face that points toward the light and a face that points away from the light. Create the Shadow Volume Now that we know the silhouette edges of the model, we must create a new mesh for the shadow volume. We create a new quad for each silhouette edge and use the vertex positions. For each position in the silhouette edges, we create two vertices: one that will be the vertex near the light source, and the other that will be the vertex projected away from the light source. We use a texture coordinate value to pass this information to the vertex shadier. When we create the quad, we must maintain the winding order of the original mesh so that we know if we are entering or leaving a shadow volume. Figure 3-2 shows the new quad created has two new vertices that will be projected away from the light to form the shadow polygon Figure 3-2. New Quad Created from the Silhouette Edge to Form the Shadow Polygon 8
9 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware Count in the Stencil Buffer There are two ways to use the stencil buffer and shadow volumes to determine if a point is in shadow. The simplest is the Z-Pass approach. First, render the scene with only ambient light. Then, render the shadow volumes. When we render the shadow volumes, we update the stencil buffer only if the shadow volume is closer than the point stored in the Z-Buffer from the ambient render pass, and we do not update the depth buffer. We increment the stencil buffer for each front-facing polygon, and decrement for each backfacing polygon. Then render the scene with diffuse light, and only update the render target where the stencil buffer is 0. Figure 3-3. A Simple Example of the Z-Pass Stencil Buffer Counting Technique Figure 3-4. The Z-Pass Technique is Incorrect when the View is Inside of a Shadow Volume The basic idea of Z-Pass is make sure that a ray cast from the viewer to a point in the scene exits as many shadow volumes as it enters before it reaches that point [2]. Unfortunately, if the view is inside of a shadow volume, because we do not keep track of entering and leaving specific shadow volumes, the count is off by one. The Z-Fail, or Carmack s Reverse, avoids this problem by counting all of the shadows that are farther away. To use Z-Fail, render the scene with ambient light. Then, without modifying the 9
10 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper depth or color buffers, render the shadow volume polygons, but now update the stencil buffer only when the depth test fails. The Z-Fail technique works well, but requires that the shadow volumes be closed to maintain the correct count in the stencil buffer. We must generate caps for the shadow volumes to maintain the correct count in the stencil buffer for cases where the shadow volume is clipped by the view frustum and the volume. For simple convex shapes, capping is straightforward, but shapes that are more complex must be handled carefully. Figure 3-5. Example of Capping of Convex Shadow Volumes Figure 3-5 shows how simple convex shadow volumes could be capped. However, these do not apply to more complicated shapes, such as holes). The following code shows the rendering flags setup for rendering the shadow volume using the Z-fail technique: technique RenderShadowVolume { pass P0 { // For front facing polygons VertexShader = compile vs_1_1 VertexShadowVolume(); PixelShader = compile ps_1_1 PixelShadowVolume(); CullMode = None; // Render both sides TwoSidedStencilMode = true; // but treat them differently, when defining stencil values // Disable writing to the frame buffer AlphaBlendEnable = true; SrcBlend = Zero; DestBlend = One; // Disable writing to depth buffer ColorWriteEnable = 0x0; ZWriteEnable = false; ZFunc = Less; 10
11 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware // Setup stencil states StencilEnable = true; StencilRef = 1; StencilMask = 0xFFFFFFFF; StencilWriteMask = 0xFFFFFFFF; // Enable stencil // For front-facing polygons, decrement the stencil buffer StencilFunc = Always; StencilZFail = Keep; StencilPass = Decr; } } // For back-facing polygons, increase the stencil buffer Ccw_StencilFunc = Always; Ccw_StencilZFail = Keep; Ccw_StencilPass = Incr; Now that we have the proper render state, we can actually draw the shadow volume polygons. The vertex shader examines the vertices passed to it, and projects some of the vertices away from the light source. When creating the shadow volume mesh, we marked some of the vertices with a texture coordinate value of 0; these vertices will remain where they are. All of the others will be transformed here. void VertexShowShadowVolume(float4 iposition : POSITION, float4 inormal : NORMAL, float3 ishadowproject : TEXCOORD0, out float4 oposition : POSITION, out float4 ocolor : COLOR) { // just check the value stored in ishadowproject. If it is larger than 1.0f, it should be projected away from the light source to create the shadow volume polygon. if(ishadowproject.x > 1.0f) { // Restrict the size of the projected volume iposition = iposition f * normalize(iposition - g_vlight0pos); } oposition = mul(iposition, g_mworldviewprojection); ocolor = 1.0f; } Figure 3-6 shows the shadow volume for the simple scene that we have created in the sample application: 11
12 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper Figure 3-6. Rendering the Shadow Volume Created 12
13 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 4 Threading Shadow volumes present an excellent opportunity for parallel execution. Each occluder/light-source pair is independent of all the other pairs. The silhouette edge detection algorithm can be executed on a separate thread from the main rendering and other edge detection routines when the edge detection is performed on the CPU. An update manager can monitor the relative positions of light sources and occluders and update the shadow volumes when an occluder or light source moves. The shadow volumes are then regenerated on a separate thread. In the sample code, we have created an oscillating light source and hence require doing the shadow volume generation for every frame. We initialize a thread to compute the new shadow volumes. We generate shadow volumes for both the box and the torus in the same thread. Depending on the complexity of the scene, we could potentially separate them into multiple threads. In this implementation, we have created a mutex object that synchronizes the read/write accesses on the shadow volume mesh between the rendering thread and the shadow volume generating thread. // Create the threads. After the initial shadow volume creation, // subsequent writes into the shadow volume meshes happen in the thread. g_hrendermutex = CreateMutex(NULL, FALSE, NULL); g_hshadowthread = (HANDLE) _beginthreadex( NULL, 0, GenShadowVolumeThreadFunc, (void*) pd3ddevice, 0, (unsigned int*)&g_hshadowthreadid ); Note: Before generating the shadow volumes using the GenerateShadowVolume function, we need to transform the light into the object coordinate space. The following function is called in the thread to compute the shadow volumes. // Thread that handles creation of shadow volumes unsigned stdcall GenShadowVolumeThreadFunc(LPVOID lpparam) { IDirect3DDevice9* pd3ddevice = (IDirect3DDevice9*)(lpParam); while (1) { D3DXVECTOR4 vtoruslightpos, vboxlightpos; D3DXMATRIXA16 mtorusworldinv, mboxworldinv; D3DXMatrixInverse(&mBoxWorldInv, NULL, &g_mboxworld); D3DXMatrixInverse(&mTorusWorldInv, NULL, &g_mtorusworld); // NOTE: This step would have to be done every time the light or object // coordinates change. // We could compute the silhouettes in a separate thread for each // object-light combination. // Transform the light position in the torus's object coordinates to // compute silhouettes D3DXVec4Transform(&vTorusLightPos, &g_vworldlightpos, &mtorusworldinv); 13
14 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper D3DXVec4Transform(&vBoxLightPos, &g_vworldlightpos, &mboxworldinv); GenerateShadowVolume(pd3dDevice, g_ptorusmesh, (D3DXVECTOR3)vTorusLightPos, &g_ptorusvolumemesh); GenerateShadowVolume(pd3dDevice, g_pboxmesh, (D3DXVECTOR3)vBoxLightPos, &g_pboxvolumemesh); // Signal to the main thread that this thread has completed its work, but not shutdown the thread _endthreadex(0); } } return 0; To get access to the information about the model that we need, we must lock the vertex buffer and the index buffer using the LockVertexBuffer and LockIndexBuffer methods provided by the ID3DXMesh interface. The lock method allows you to specify the type of lock needed; here we just need a read-only lock that does not block the rendering of the model. // use the D3DLOCK_READONLY flag so that we do not block any other reads. V(pCloneMesh->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pVertexData);) V(pCloneMesh->LockIndexBuffer(D3DLOCK_READONLY, (LPVOID*)&pIndexData);) To ensure that all shadow volumes are up to date for the scene and to simplify synchronization issues, we can start threads to regenerate any necessary shadow volumes and draw the scene with ambient light at the same time. After the first pass of rendering, we render the shadow volumes, then, the scene is rendered again with diffuse light. Typically in a game, we would have objects identified as generating shadows and those that do not generate shadows. We would have to compute the shadow volumes for only those objects that generate shadows. In addition we could identify some light sources to be creating shadows, though in the ideal world all light sources would create shadows. The number of light sources and objects that are shadow generating could be varied depending on the complexity of the objects, the overall complexity of the scene and the number of cores on the processor. 14
15 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 5 Additional Considerations Shadow volumes provide you with more control over the shadows in the scene. Because only the geometry we specify as an occluder can act as an occluder, we can limit the number of occluders in a scene to help improve system performance. Unfortunately, we must also keep track of more information about the scene, so that we can regenerate any volumes associated with geometry or a light that has moved. While shadow maps suffer aliasing on the shadow boundaries because the lighting is determined in light space (a perspective projection from the light), all shadow volume lighting is determined in view space. Visual artifacts remain a problem because the geometry casting the shadow must be of appropriate detail or the resulting shadow volume may appear too rough. Non-manifold, non-closed, and other inconsistencies within the geometry may present additional visual artifacts in the rendered scene. Figure 5-1. Low Resolution Geometry Results in Low Resolution Shadows Because shadow volumes rely on the repeated drawing of many possibly large and overlapping polygons that make up the volume, the fill rate of the graphics system can be the ultimate bottleneck [3]. Shadows are very useful in real-time graphics because they provide needed realism and important visual cues. The shadow volume technique is particularly good because it allows a high degree of control concerning which lights and occluders require attention. The technique also allows for a wide range of implementations from very simple to very sophisticated, depending on the situation. Shadow volumes also present an excellent opportunity for parallel computation that can greatly improve performance. 15
16 16 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper
17 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 6 References and Related Articles 6.1 References [1] F. Crow Shadow Algorithms for Computer Graphics, Computer Graphics (Proc. SIGGRAPH), Vol. 11, No. 3, Aug 1977, pp ) [2] C. Everitt and M. J. Kilgard, Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering, developer.nvidia.com. [3] T. Akenine-Moller and E. Haines. Real-Time Rendering. A K Peters Ltd, 2 nd edition, Related Articles A good introduction to the different techniques for generating shadows: A. Woo, P. Poulin, A. Fournier, A Survey of Shadow Algorithms, IEEE Computer Graphics and Applications, vol. 10, no. 6, November, 1990, pp Most of the new work with real-time shadow volumes concerns creating soft shadows. For an excellent overview of soft shadows with shadow volumes and shadow maps see: J.-M. Hassenfratz, M. Lapierre, N. Holzshuch, and F.X. Sillion, A Survey of Real- Time Soft Shadows Algorithms, EuroGraphics, For a better silhouette detection algorithm see: G. Aldridge and E. Woods, Robust, Geometry-Independent Shadow Volumes, GRAPHITE '04: Proceedings of the 2nd international conference of Computer graphics and interactive techniques in Australia and South East Asia,
18 18 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper
19 White Paper Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware 7 About the Authors David Bookout is a software engineer who has worked in 3D graphics for several years. He has three previous publications with Intel Software Network. While at Intel, he worked on Shockwave3D* writing custom pixel and vertex shaders in the Intel Architecture Labs. Dave was a graduate student in computer science at OGI at the time of this work. He also has a BA in English from Purdue University. Satheesh G Subramanian is a Senior Applications Engineer in the Software Solutions Group at Intel Corporation currently working on graphics and gaming technology enabling. Prior to this role, he had worked on developing proprietary VLSI CAD solutions for the Intel Microprocessor Teams. He has a Masters in Computer Science from the University of Illinois at Chicago, specializing in virtual reality and collaborative immersive environments in the CAVE* virtual environments and has presented in various technical conferences including SIGGRAPH and GDC. He is currently pursuing an MBA in entrepreneurship and entertainment management from the UCLA Anderson School of Management. 19
20 Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware White Paper INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER, AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USE OF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. Intel products are not intended for use in medical, life saving, life sustaining, critical control or safety systems, or in nuclear facility applications. Intel may make changes to specifications and product descriptions at any time, without notice. Designers must not rely on the absence or characteristics of any features or instructions marked "reserved" or "undefined." Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them. The information here is subject to change without notice. Do not finalize a design with this information. This white paper, as well as the software described in it, is furnished under license and may only be used or copied in accordance with the terms of the license. The information in this document is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Intel Corporation. Intel Corporation assumes no responsibility or liability for any errors or inaccuracies that may appear in this document or any software that may be provided in association with this document. Intel processor numbers are not a measure of performance. Processor numbers differentiate features within each processor family, not across different processor families. See for details. The Intel processor/chipset families may contain design defects or errors known as errata, which may cause the product to deviate from published specifications. Current characterized errata are available on request. Copies of documents, which have an order number and are referenced in this document, or other Intel literature, may be obtained by calling , or by visiting Intel's Web Site. Intel and the Intel Logo are trademarks of Intel Corporation in the U.S. and other countries. *Other names and brands may be claimed as the property of others. Copyright 2007, Intel Corporation. All rights reserved. 20
Using Tasking to Scale Game Engine Systems
Using Tasking to Scale Game Engine Systems Yannis Minadakis March 2011 Intel Corporation 2 Introduction Desktop gaming systems with 6 cores and 12 hardware threads have been on the market for some time
More informationShadow Rendering EDA101 Advanced Shading and Rendering
Shadow Rendering EDA101 Advanced Shading and Rendering 2006 Tomas Akenine-Möller 1 Why, oh why? (1) Shadows provide cues about spatial relationships among objects 2006 Tomas Akenine-Möller 2 Why, oh why?
More informationSoftware Occlusion Culling
Software Occlusion Culling Abstract This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into
More informationIntel Core 4 DX11 Extensions Getting Kick Ass Visual Quality out of the Latest Intel GPUs
Intel Core 4 DX11 Extensions Getting Kick Ass Visual Quality out of the Latest Intel GPUs Steve Hughes: Senior Application Engineer - Intel www.intel.com/software/gdc Be Bold. Define the Future of Software.
More informationIntel Desktop Board DZ68DB
Intel Desktop Board DZ68DB Specification Update April 2011 Part Number: G31558-001 The Intel Desktop Board DZ68DB may contain design defects or errors known as errata, which may cause the product to deviate
More informationReal-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting
Last Time? Real-Time Shadows Today Why are Shadows Important? Shadows & Soft Shadows in Ray Tracing Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes Why are Shadows Important? Depth
More informationSample for OpenCL* and DirectX* Video Acceleration Surface Sharing
Sample for OpenCL* and DirectX* Video Acceleration Surface Sharing User s Guide Intel SDK for OpenCL* Applications Sample Documentation Copyright 2010 2013 Intel Corporation All Rights Reserved Document
More informationComputer Graphics 10 - Shadows
Computer Graphics 10 - Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft
More informationLast Time. Reading for Today: Graphics Pipeline. Clipping. Rasterization
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility
More informationLast Time. Why are Shadows Important? Today. Graphics Pipeline. Clipping. Rasterization. Why are Shadows Important?
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationIntel Stereo 3D SDK Developer s Guide. Alpha Release
Intel Stereo 3D SDK Developer s Guide Alpha Release Contents Why Intel Stereo 3D SDK?... 3 HW and SW requirements... 3 Intel Stereo 3D SDK samples... 3 Developing Intel Stereo 3D SDK Applications... 4
More informationShadows in the graphics pipeline
Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects
More informationFor Intuition about Scene Lighting. Today. Limitations of Planar Shadows. Cast Shadows on Planar Surfaces. Shadow/View Duality.
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationReal-Time Shadows. MIT EECS 6.837, Durand and Cutler
Real-Time Shadows Last Time? The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Quiz 2: Thursday November 20 th, in class (two weeks from Thursday)
More informationLecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments
Projects Lecture 17: Shadows Proposals due today I will mail out comments Fall 2004 Kavita Bala Computer Science Cornell University Grading HW 1: will email comments asap Why Shadows? Crucial for spatial
More informationOpenCL* and Microsoft DirectX* Video Acceleration Surface Sharing
OpenCL* and Microsoft DirectX* Video Acceleration Surface Sharing Intel SDK for OpenCL* Applications Sample Documentation Copyright 2010 2012 Intel Corporation All Rights Reserved Document Number: 327281-001US
More informationDrive Recovery Panel
Drive Recovery Panel Don Verner Senior Application Engineer David Blunden Channel Application Engineering Mgr. Intel Corporation 1 Legal Disclaimer INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION
More informationReal-Time Shadows. Last Time? Schedule. Questions? Today. Why are Shadows Important?
Last Time? Real-Time Shadows The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Questions? Quiz 2: Thursday November 2 th, in class (two weeks from
More informationReal-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!
Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling
More informationCase Study: Optimizing King of Soldier* with Intel Graphics Performance Analyzers on Intel HD Graphics 4000
Case Study: Optimizing King of Soldier* with Intel Graphics Performance Analyzers on Intel HD Graphics 4000 Intel Corporation: Cage Lu, Kiefer Kuah Giant Interactive Group, Inc.: Yu Nana Abstract The performance
More informationOverview. A real-time shadow approach for an Augmented Reality application using shadow volumes. Augmented Reality.
Overview A real-time shadow approach for an Augmented Reality application using shadow volumes Introduction of Concepts Standard Stenciled Shadow Volumes Method Proposed Approach in AR Application Experimental
More informationComputer Graphics. Shadows
Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations
More informationINTEL PERCEPTUAL COMPUTING SDK. How To Use the Privacy Notification Tool
INTEL PERCEPTUAL COMPUTING SDK How To Use the Privacy Notification Tool LEGAL DISCLAIMER THIS DOCUMENT CONTAINS INFORMATION ON PRODUCTS IN THE DESIGN PHASE OF DEVELOPMENT. INFORMATION IN THIS DOCUMENT
More informationIntel Desktop Board D945GCLF2
Intel Desktop Board D945GCLF2 Specification Update July 2010 Order Number: E54886-006US The Intel Desktop Board D945GCLF2 may contain design defects or errors known as errata, which may cause the product
More informationIntel Cache Acceleration Software for Windows* Workstation
Intel Cache Acceleration Software for Windows* Workstation Release 3.1 Release Notes July 8, 2016 Revision 1.3 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS
More informationLED Manager for Intel NUC
LED Manager for Intel NUC User Guide Version 1.0.0 March 14, 2018 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO
More informationIntel Desktop Board DG41CN
Intel Desktop Board DG41CN Specification Update December 2010 Order Number: E89822-003US The Intel Desktop Board DG41CN may contain design defects or errors known as errata, which may cause the product
More informationIntel RealSense SDK Gesture Sequences Implemented in Unity* 3D
Intel RealSense SDK Gesture Sequences Implemented in Unity* 3D By Lynn Thompson When configuring gestures to control assets in a scene, it s important to minimize the complexity of the gestures and the
More informationIntel Desktop Board D946GZAB
Intel Desktop Board D946GZAB Specification Update Release Date: November 2007 Order Number: D65909-002US The Intel Desktop Board D946GZAB may contain design defects or errors known as errata, which may
More informationA Shadow Volume Algorithm for Opaque and Transparent Non-Manifold Casters
jgt 2008/7/20 22:19 page 1 #1 Vol. [VOL], No. [ISS]: 1?? A Shadow Volume Algorithm for Opaque and Transparent Non-Manifold Casters Byungmoon Kim 1, Kihwan Kim 2, Greg Turk 2 1 NVIDIA, 2 Georgia Institute
More informationMigration Guide: Numonyx StrataFlash Embedded Memory (P30) to Numonyx StrataFlash Embedded Memory (P33)
Migration Guide: Numonyx StrataFlash Embedded Memory (P30) to Numonyx StrataFlash Embedded Memory (P33) Application Note August 2006 314750-03 Legal Lines and Disclaimers INFORMATION IN THIS DOCUMENT IS
More informationCollecting OpenCL*-related Metrics with Intel Graphics Performance Analyzers
Collecting OpenCL*-related Metrics with Intel Graphics Performance Analyzers Collecting Important OpenCL*-related Metrics with Intel GPA System Analyzer Introduction Intel SDK for OpenCL* Applications
More informationVolume Shadows Tutorial Nuclear / the Lab
Volume Shadows Tutorial Nuclear / the Lab Introduction As you probably know the most popular rendering technique, when speed is more important than quality (i.e. realtime rendering), is polygon rasterization.
More informationIntel 945(GM/GME)/915(GM/GME)/ 855(GM/GME)/852(GM/GME) Chipsets VGA Port Always Enabled Hardware Workaround
Intel 945(GM/GME)/915(GM/GME)/ 855(GM/GME)/852(GM/GME) Chipsets VGA Port Always Enabled Hardware Workaround White Paper June 2007 Order Number: 12608-002EN INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION
More informationIntel Desktop Board DG31PR
Intel Desktop Board DG31PR Specification Update May 2008 Order Number E30564-003US The Intel Desktop Board DG31PR may contain design defects or errors known as errata, which may cause the product to deviate
More informationCreating soft shadows
A Hybrid Approach One more shadow algorithm which deserves mention is McCool s clever idea shadow volume reconstruction from depth maps [McCool 2000]. This algorithm is a hybrid of the shadow map and shadow
More informationIntel Desktop Board DG41RQ
Intel Desktop Board DG41RQ Specification Update July 2010 Order Number: E61979-004US The Intel Desktop Board DG41RQ may contain design defects or errors known as errata, which may cause the product to
More informationAcknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.
Shadows Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.com Practical & Robust Stenciled Shadow Volumes for Hardware-Accelerated
More informationIntel Desktop Board DH61SA
Intel Desktop Board DH61SA Specification Update December 2011 Part Number: G52483-001 The Intel Desktop Board DH61SA may contain design defects or errors known as errata, which may cause the product to
More informationSoftware Evaluation Guide for ImTOO* YouTube* to ipod* Converter Downloading YouTube videos to your ipod
Software Evaluation Guide for ImTOO* YouTube* to ipod* Converter Downloading YouTube videos to your ipod http://www.intel.com/performance/resources Version 2008-09 Rev. 1.0 Information in this document
More informationWhat for? Shadows tell us about the relative locations. Vienna University of Technology 2
Shadows What for? Shadows tell us about the relative locations and motions of objects Vienna University of Technology 2 What for? Shadows tell us about the relative locations and motions of objects And
More informationIntel Desktop Board D945GCCR
Intel Desktop Board D945GCCR Specification Update January 2008 Order Number: D87098-003 The Intel Desktop Board D945GCCR may contain design defects or errors known as errata, which may cause the product
More informationIntel vpro Technology Virtual Seminar 2010
Intel Software Network Connecting Developers. Building Community. Intel vpro Technology Virtual Seminar 2010 Getting to know Intel Active Management Technology 6.0 Fast and Free Software Assessment Tools
More informationIntel G31/P31 Express Chipset
Intel G31/P31 Express Chipset Specification Update For the Intel 82G31 Graphics and Memory Controller Hub (GMCH) and Intel 82GP31 Memory Controller Hub (MCH) February 2008 Notice: The Intel G31/P31 Express
More informationBitonic Sorting Intel OpenCL SDK Sample Documentation
Intel OpenCL SDK Sample Documentation Document Number: 325262-002US Legal Information INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL
More informationIntel Desktop Board D975XBX2
Intel Desktop Board D975XBX2 Specification Update July 2008 Order Number: D74278-003US The Intel Desktop Board D975XBX2 may contain design defects or errors known as errata, which may cause the product
More informationComputer Graphics Shadow Algorithms
Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows
More informationEvolving Small Cells. Udayan Mukherjee Senior Principal Engineer and Director (Wireless Infrastructure)
Evolving Small Cells Udayan Mukherjee Senior Principal Engineer and Director (Wireless Infrastructure) Intelligent Heterogeneous Network Optimum User Experience Fibre-optic Connected Macro Base stations
More informationMulti-View Soft Shadows. Louis Bavoil
Multi-View Soft Shadows Louis Bavoil lbavoil@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 March 16, 2011 Louis Bavoil Initial release Overview The Multi-View Soft Shadows
More informationIntel Desktop Board D945GCLF
Intel Desktop Board D945GCLF Specification Update July 2010 Order Number: E47517-008US The Intel Desktop Board D945GCLF may contain design defects or errors known as errata, which may cause the product
More informationReal-Time Shadows. Computer Graphics. MIT EECS Durand 1
Real-Time Shadows Computer Graphics MIT EECS 6.837 Durand 1 Why are Shadows Important? Depth cue Scene Lighting Realism Contact points 2 Shadows as a Depth Cue source unknown. All rights reserved. This
More informationCMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker
CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection
More informationIntel Desktop Board DP67DE
Intel Desktop Board DP67DE Specification Update December 2011 Part Number: G24290-003 The Intel Desktop Board DP67DE may contain design defects or errors known as errata, which may cause the product to
More informationRobust Stencil Shadow Volumes. CEDEC 2001 Tokyo, Japan
Robust Stencil Shadow Volumes CEDEC 2001 Tokyo, Japan Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation 2 Games Begin to Embrace Robust Shadows 3 John Carmack s new Doom engine leads the way
More informationShadow Techniques. Sim Dietrich NVIDIA Corporation
Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline
More informationInstallation Guide and Release Notes
Intel C++ Studio XE 2013 for Windows* Installation Guide and Release Notes Document number: 323805-003US 26 June 2013 Table of Contents 1 Introduction... 1 1.1 What s New... 2 1.1.1 Changes since Intel
More informationIntel IXP400 Digital Signal Processing (DSP) Software: Priority Setting for 10 ms Real Time Task
Intel IXP400 Digital Signal Processing (DSP) Software: Priority Setting for 10 ms Real Time Task Application Note November 2005 Document Number: 310033, Revision: 001 November 2005 Legal Notice INFORMATION
More informationIntel Setup and Configuration Service. (Lightweight)
Intel Setup and Configuration Service (Lightweight) Release Notes Version 6.0 (Technology Preview #3) Document Release Date: August 30, 2009 Information in this document is provided in connection with
More informationHow to Create a.cibd File from Mentor Xpedition for HLDRC
How to Create a.cibd File from Mentor Xpedition for HLDRC White Paper May 2015 Document Number: 052889-1.0 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS
More informationComputer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping
Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:
More informationBoot Agent Application Notes for BIOS Engineers
Boot Agent Application Notes for BIOS Engineers September 2007 318275-001 Revision 1.0 Legal Lines and Disclaimers INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE,
More informationHow to Create a.cibd/.cce File from Mentor Xpedition for HLDRC
How to Create a.cibd/.cce File from Mentor Xpedition for HLDRC White Paper August 2017 Document Number: 052889-1.2 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE,
More informationAircraft Smooth Motion Controls with Intel Perceptual Computing SDK. Cédric Andreolli - Intel
Aircraft Smooth Motion Controls with Intel Perceptual Computing SDK Cédric Andreolli - Intel 1 Contents 1 Introduction... 3 2 Playing with the aircraft orientation... 4 2.1 The forces in our game... 4
More informationIntel Parallel Studio XE 2011 for Windows* Installation Guide and Release Notes
Intel Parallel Studio XE 2011 for Windows* Installation Guide and Release Notes Document number: 323803-001US 4 May 2011 Table of Contents 1 Introduction... 1 1.1 What s New... 2 1.2 Product Contents...
More informationIntel Desktop Board DH61CR
Intel Desktop Board DH61CR Specification Update December 2011 Order Number: G27744-003 The Intel Desktop Board DH61CR may contain design defects or errors known as errata, which may cause the product to
More informationBitonic Sorting. Intel SDK for OpenCL* Applications Sample Documentation. Copyright Intel Corporation. All Rights Reserved
Intel SDK for OpenCL* Applications Sample Documentation Copyright 2010 2012 Intel Corporation All Rights Reserved Document Number: 325262-002US Revision: 1.3 World Wide Web: http://www.intel.com Document
More informationIntel Atom Processor E3800 Product Family Development Kit Based on Intel Intelligent System Extended (ISX) Form Factor Reference Design
Intel Atom Processor E3800 Product Family Development Kit Based on Intel Intelligent System Extended (ISX) Form Factor Reference Design Quick Start Guide March 2014 Document Number: 330217-002 Legal Lines
More informationIEEE1588 Frequently Asked Questions (FAQs)
IEEE1588 Frequently Asked Questions (FAQs) LAN Access Division December 2011 Revision 1.0 Legal INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED,
More informationRendering Grass with Instancing in DirectX* 10
Rendering Grass with Instancing in DirectX* 10 By Anu Kalra Because of the geometric complexity, rendering realistic grass in real-time is difficult, especially on consumer graphics hardware. This article
More informationIntel Desktop Board DQ35JO
Intel Desktop Board DQ35JO Specification Update July 2010 Order Number: E21492-005US The Intel Desktop Board DQ35JO may contain design defects or errors known as errata, which may cause the product to
More informationShadows. Real-Time Hard Shadows. Collected by Ronen Gvili. Most slides were taken from : Fredu Durand Stefan Brabec
Shadows Real-Time Hard Shadows Collected by Ronen Gvili. Most slides were taken from : Fredu Durand Stefan Brabec Hard Shadows Planar (Projected) Shadows Shadow Maps Volume (Stencil) Shadows 1 Soft Shadows
More informationIntel RealSense Depth Module D400 Series Software Calibration Tool
Intel RealSense Depth Module D400 Series Software Calibration Tool Release Notes January 29, 2018 Version 2.5.2.0 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE,
More informationIntel Desktop Board DP55SB
Intel Desktop Board DP55SB Specification Update July 2010 Order Number: E81107-003US The Intel Desktop Board DP55SB may contain design defects or errors known as errata, which may cause the product to
More informationSELINUX SUPPORT IN HFI1 AND PSM2
14th ANNUAL WORKSHOP 2018 SELINUX SUPPORT IN HFI1 AND PSM2 Dennis Dalessandro, Network SW Engineer Intel Corp 4/2/2018 NOTICES AND DISCLAIMERS INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH
More informationIntel 848P Chipset. Specification Update. Intel 82848P Memory Controller Hub (MCH) August 2003
Intel 848P Chipset Specification Update Intel 82848P Memory Controller Hub (MCH) August 2003 Notice: The Intel 82848P MCH may contain design defects or errors known as errata which may cause the product
More informationIn- Class Exercises for Shadow Algorithms
In- Class Exercises for Shadow Algorithms Alex Wiens and Gitta Domik, University of Paderborn, Germany Abstract: We are describing two exercises to deepen the understanding of two popular real-time shadow
More informationAnalyze and Optimize Windows* Game Applications Using Intel INDE Graphics Performance Analyzers (GPA)
Analyze and Optimize Windows* Game Applications Using Intel INDE Graphics Performance Analyzers (GPA) Intel INDE Graphics Performance Analyzers (GPA) are powerful, agile tools enabling game developers
More informationSoftware Evaluation Guide for CyberLink MediaEspresso *
Software Evaluation Guide for CyberLink MediaEspresso 6.7.3521* Version 2013-04 Rev. 1.3 Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel
More informationIntel Desktop Board D845PT Specification Update
Intel Desktop Board D845PT Specification Update Release Date: February 2002 Order Number: A83341-002 The Intel Desktop Board D845PT may contain design defects or errors known as errata which may cause
More informationGaël Guennebaud Loïc Barthe, Mathias Paulin IRIT UPS CNRS TOULOUSE FRANCE Gaël Guennebaud Cyprus June 2006
Real-time Soft Shadow Mapping by back-projection Gaël Guennebaud Loïc Barthe, Mathias Paulin IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud/ 1 Hard Shadows light source Is the light
More informationSoftware Evaluation Guide for WinZip 15.5*
Software Evaluation Guide for WinZip 15.5* http://www.intel.com/performance/resources Version 2011-06 Rev. 1.1 Information in this document is provided in connection with Intel products. No license, express
More informationInnovating and Integrating for Communications and Storage
Innovating and Integrating for Communications and Storage Stephen Price Director of Marketing Performance Platform Division Embedded and Communications Group September 2009 WHAT IS THE NEWS? New details
More informationInstallation Guide and Release Notes
Installation Guide and Release Notes Document number: 321604-001US 19 October 2009 Table of Contents 1 Introduction... 1 1.1 Product Contents... 1 1.2 System Requirements... 2 1.3 Documentation... 3 1.4
More informationSoftware Evaluation Guide Adobe Premiere Pro CS3 SEG
Software Evaluation Guide Adobe Premiere Pro CS3 SEG http://www.intel.com/performance/resources Version 2007-09 Rev 1.0 Performance tests and ratings are measured using specific computer systems and/or
More informationIntel Desktop Board DP45SG
Intel Desktop Board DP45SG Specification Update July 2010 Order Number: E49121-006US The Intel Desktop Board DP45SG may contain design defects or errors known as errata, which may cause the product to
More informationSoftware Evaluation Guide for Sony Vegas Pro 8.0b* Blu-ray Disc Image Creation Burning HD video to Blu-ray Disc
Software Evaluation Guide for Sony Vegas Pro 8.0b* Blu-ray Disc Image Creation Burning HD video to Blu-ray Disc http://www.intel.com/performance/resources Version 2008-09 Rev. 1.0 Information in this document
More informationIntel Desktop Board DH55TC
Intel Desktop Board DH55TC Specification Update December 2011 Order Number: E88213-006 The Intel Desktop Board DH55TC may contain design defects or errors known as errata, which may cause the product to
More informationIntel Thread Checker 3.1 for Windows* Release Notes
Page 1 of 6 Intel Thread Checker 3.1 for Windows* Release Notes Contents Overview Product Contents What's New System Requirements Known Issues and Limitations Technical Support Related Products Overview
More informationIntel Parallel Amplifier Sample Code Guide
The analyzes the performance of your application and provides information on the performance bottlenecks in your code. It enables you to focus your tuning efforts on the most critical sections of your
More informationIntroduction. How it works
Introduction Connected Standby is a new feature introduced by Microsoft in Windows 8* for SOC-based platforms. The use case on the tablet/mobile systems is similar to that on phones like Instant ON and
More informationIntel vpro Technology Virtual Seminar 2010
Intel Software Network Connecting Developers. Building Community. Intel vpro Technology Virtual Seminar 2010 Getting to know Intel Active Management Technology 6.0 Intel Active Management Technology (AMT)
More informationAdvanced Shading I: Shadow Rasterization Techniques
Advanced Shading I: Shadow Rasterization Techniques Shadow Terminology umbra: light totally blocked penumbra: light partially blocked occluder: object blocking light Shadow Terminology umbra: light totally
More informationMaximize Performance and Scalability of RADIOSS* Structural Analysis Software on Intel Xeon Processor E7 v2 Family-Based Platforms
Maximize Performance and Scalability of RADIOSS* Structural Analysis Software on Family-Based Platforms Executive Summary Complex simulations of structural and systems performance, such as car crash simulations,
More informationIntel X38 Express Chipset
Intel X38 Express Chipset Specification Update For the 82X38 Memory Controller Hub (MCH) December 2007 Document Number: 317611-002 Legal Lines and Disclaimers INFORMATION IN THIS DOCUMENT IS PROVIDED IN
More informationMAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer
MAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer A New Gaming Experience Made Possible With Processor Graphics Released in early 2011, the 2nd Generation
More informationIntel X48 Express Chipset Memory Controller Hub (MCH)
Intel X48 Express Chipset Memory Controller Hub (MCH) Specification Update March 2008 Document Number: 319123-001 Legal Lines and Disclaimers INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH
More informationSoftware Evaluation Guide for Photodex* ProShow Gold* 3.2
Software Evaluation Guide for Photodex* ProShow Gold* 3.2 http://www.intel.com/performance/resources Version 2007-12 Rev. 1.0 Information in this document is provided in connection with Intel products.
More informationComputergrafik. Matthias Zwicker. Herbst 2010
Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in
More informationWhite Paper. Solid Wireframe. February 2007 WP _v01
White Paper Solid Wireframe February 2007 WP-03014-001_v01 White Paper Document Change History Version Date Responsible Reason for Change _v01 SG, TS Initial release Go to sdkfeedback@nvidia.com to provide
More informationIntel Open Source HD Graphics, Intel Iris Graphics, and Intel Iris Pro Graphics
Intel Open Source HD Graphics, Intel Iris Graphics, and Intel Iris Pro Graphics Programmer's Reference Manual For the 2015-2016 Intel Core Processors, Celeron Processors, and Pentium Processors based on
More information