Featured Worklog

Price Search



PC Apex Sponsor


PC Apex Sponsors



PC Apex RSS Feeds

RSS Feed for PC Apex Reviews & ArticlesRSS Feed for PC Apex PC Modding WorklogsRSS Feed for the PC Apex Daily DisturbanceRSS Feed for the latest PC Apex Site NewsRSS Feed for PC Apex Affiliate and Web NewsRSS Feed for PC Apex Deals and Steals

Go Back   Apex Community Forums // PC Apex Forums // PC Apex RSS News Feeds // Ars Technica RSS

Ars Technica RSS News headine feed straight from Ars Technica.

Reply
 
LinkBack Thread Tools Display Modes
Old 14-June-05, 03:20 AM   #1 (permalink)
News Hound
Gizmo's Avatar
Post Ars Technica // Inside the Xbox 360, part I: procedural synthesis and dynamic worlds


This article is the first in a series that takes an in-depth look at the Xbox 360, with a particular focus on the hardware that makes it tick. I'm talking about the triple-core PowerPC processor that forms the heart of the new console, as well as the ATI GPU. In Part I, I take a look at the nuts and bolts of how Microsoft plans to implement one of the most hyped of the new console's many capabilities: procedural synthesis.




The Xbox 360's solution to this problem is to store high-level descriptions of objects in main memory, and have the GPU procedurally generate the geometry (i.e., the vertex data) of the objects on the fly. So in the case of our forest, main memory stores information about the tree, like the type, size, location of each leaf, etc., along with other relevant data like the direction of the prevailing wind. This information is passed into the Xbox 360's Xenon CPU, where the vertex data that defines the polygons out of which the tree is made are generated by one or more running threads. These threads then feed that vertex data directly into the GPU (by way of a special set of write buffers in the L2 cache, but more on that later). The GPU then takes that vertex information and renders the trees normally, just as if it had gotten that information from main memory.




The article also covers some high-level aspects of the Xbox CPU's design, discussing how those parts work together to synthesize in-game objects on the fly.
http://feeds.feedburner.com/arstechnica/BAaf?m=534
Gizmo is offline     Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Anandtech // Inside Microsoft's Xbox 360 Gizmo Anandtech RSS 0 16-November-05 05:11 AM
Anandtech // Inside Microsoft's Xbox 360 Gizmo Anandtech RSS 0 16-November-05 05:11 AM
Ars Technica // Inside the Xbox 360, Part II: the Xenon CPU Gizmo Ars Technica RSS 0 22-June-05 03:22 AM
Ars Technica // Inside the Xbox 360, Part II: the Xenon CPU Gizmo Ars Technica RSS 0 02-June-05 03:19 AM
Ars Technica // Inside the Xbox 360, part I: procedural synthesis and dynamic worlds Gizmo Ars Technica RSS 0 25-May-05 03:13 AM


All times are GMT -5. The time now is 06:21 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.3.0
Copyright PCApex.com, GameApex.com, ForumApex.com 2001 - 2008
Advertisements

Page generated in 0.11764 seconds with 9 queries