1 HDR Deferred Shading
This sample shows high dynamic range (HDR) lighting combined with deferred shading. Deferred shading is a technique where the components of the lighting equation (surface attributes like the normal, position, albedo, etc.) are rendered into multiple screensized render targets (MRTs). Lighting is then done using geometrically simple passes over these MRT buffers, fetching the components of the lighting equation and outputting lighting results. This results in less shaded depth complexity, less geometry processing, better batching, and a cleaner rendering pipeline. The high dynamic range comes from the lighting passes being accumulated using fp16 blending into a floating point render target, after which tone mapping and a bloom effect are done using fp16 filtering to get the HDR results into the displayable 0..1 range.
This sample shows high dynamic range (HDR) lighting combined with deferred shading. Deferred shading is a technique where the components of the lighting equation (surface attributes like the normal, position, albedo, etc.) are rendered into multiple screensized render targets (MRTs). Lighting is then done using geometrically simple passes over these MRT buffers, fetching the components of the lighting equation and outputting lighting results. This results in less shaded depth complexity, less geometry processing, better batching, and a cleaner rendering pipeline. The high dynamic range comes from the lighting passes being accumulated using fp16 blending into a floating point render target, after which tone mapping and a bloom effect are done using fp16 filtering to get the HDR results into the displayable 0..1 range.
2 Instancing
This sample makes use of Microsoft''s Direct3D9 Instancing group to render thousands of meshes on the screen with only a handful of draw calls, thus saving CPU time. This is a great technique for trees, rocks, grass, RTS units and other similar groups of similar, but perhaps not identical items.
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详细的情况看:
http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html