ATI Radeon™ X800 Real-Time Legacy Demos


The following demos require Windows® XP or Windows® 2000 and ATI Radeon™ X800 graphics technology in order to run.
Crowd The rendering of large crowd sequences using Artifical Intelligence (AI) software is a technique that has been used very effectively in a number of recent movies and is starting to appear in games.This demonstration shows the vertex shader processing power of the X800 being used to render a large crowd of soldiers (1400 in total) running across a rocky terrain. All of the models feature weighted skinned vertices and are independently animated. The behavior of the crowd is simulated using AI.implant techniques used in this demo are ambient occlusion (used for shadowing) and fluid simulation on the GPU (for the smoke). Crowd Demo requires a 128mb card.
EXE:MPG: Quicktime: 155MB13hrs 14min @ 28.8K20.7MB1hr 47min @ 28.8K55.8MB 4hrs 49min @ 28.8K
Ruby: The DoubleCross “Doublecross” introduces the near future world of ATI’s “Ruby” and her arch enemy “Optico”. In an action packed 1 minute and 40 seconds, Ruby has to outwit the cunning “Optico” as he attempts to cheat on an exchange. Ruby not only has to use her wits but battle Optico’s Ninja henchmen. Culminating in an explosive ending, Ruby escapes, leaving Optico vowing revenge.Through the use of motion captured animation, depth-of-field, realistic image based lighting and dynamic shadows; “DoubleCross” borrows heavily from both gaming and movie genres to create a compelling demo that further raises the expectations for real-time graphics.Ruby: The DoubleCross demo requires a 256mb card.
EXE:MPG: Quicktime: 131MB11hrs 12min @ 28.8K17.4MB1hr 30min @ 28.8K45.3MB 3hrs 54min @ 28.8K
Subsurface Scattering Subsurface Scattering is the term used to describe the behavior of light interacting with semi-translucent materials such as marble and jade. Incoming light rays penetrate the material surface, are scattered and then exit at various points on the surface.In this demonstration, Precomputed Radiance Transfer (PRT) along with Spherical Harmonic (SH) lighting techniques are used to model complex global illumination including direct and indirect illumination (bounced lighting) as well as soft shadows and subsurface scattering.Subsurface Scattering Demo requires a 256mb card.
EXE:MPG: Quicktime: 105MB8hrs 55min @ 28.8K13MB1hr 7min @ 28.8K30.5MB 2hrs 38min @ 28.8K