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GEFORCE3 DEMO DESCRIPTIONS
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Zoltar
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Benefit from the sage wisdom of "Zoltar the Magnificent", an animated fortune teller.  Each press of the "fortune" button will deliver a critical snippet of advice from this master of mystic power.  Don't doddle, though, Zoltar is quickly bored.

Zoltar takes full advantage of GeForce3's nfiniteFX engine.  The programmable vertex shader is used to define the motion of Zoltar's face.  The face mesh alone is comprised of approximately 20,0000 triangles.  The motion of the face is intricate enough to see wrinkles in the cheeks and forehead.  Even his eye sockets will deform slightly with the movement of his eyes.

On the pixel side of the nfiniteFX engine, Zoltar's face is using a combination of color maps, specular maps, bump (normal) maps, and a phong lookup map to create the wrinkles in his skin and beard stubble on his face.  A combination of a reflection map with a reflectivity mask work together to get the right twinkle in his eyes.

How to run:

L Mouse - Rotate
R Mouse - Zoom
"Navigate" Button - Attaches the mouse to the camera or light source
"Drawstyle" Button - Select between "points", "wireframe", "solid" or "detailed" rendering
"Gem o' truth" Button - Get a new fortune from Zoltar


Chameleon
=========

The changing skin of a chameleon is no match for the number of effects possible with the GeForce3 nfiniteFX engine. See the wide range of skin treatments on the chameleon as it makes it's way up a vine of shading effects.  

The walking motion of the chameleon is accomplished with the nfiniteFX vertex processor.  The skinned model is manipulated through a 25 bone skeleton.  All the deformation is calculated in the vertex processor.

The skin surface of the chameleon obtains a new level of realism through the nfiniteFX pixel processor.  Combining color maps, specular maps, and reflection maps in the pixel processor gives a multitude of possible skin treatments.  It would make a real chameleon green with envy.

How to run:

L Mouse - Rotate
R Mouse - Zoom
"Navigate" Button - Attaches the mouse to the camera or light source
"Drawstyle" Button - Select between "points", "wireframe", "solid" or "detailed" rendering
space bar - Pause / un-pause the animation


Inferno
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Shooting stars are under your control in this demonstration of fire and explosion effects.  Meteors drop from the sky at the click of a mouse button.  Be careful not to get too close to the impact zone, or you'll do more than see the meteor, you'll feel it.

Inferno puts the vertex processor of Geforce3's nfiniteFX engine to work.  It's used to position the sparks that are created at the meteor's impact.  Additionally, the entire ground is modified by the vertex processor to allow the propagation of the "pressure pulse" that radiates from the impact zone.

Inferno also makes good use of Geforce3's texture blending and fill rate performance.  The proceedurally generated terrain gets its realism from a blend of rocky and muddy textures.  Note how the mud flats of the valleys blend seamleesly into the rocky slopes of the knolls. The flame-out after impact uses a heavy overdraw technique, but Geforce3's fill-rate is up to the task.

How to run:

Mouse movement - forward accelerates, backward decelerates (no need to click a button to move)
L Mouse - Drop a meteor (Meteor will drop in the location on the terrain where you click. Note that if you don't click on the terrain, no meteor will drop.
"m" key - Toggle freeze / unfreeze the camera
"h" key - Expose sliders to manipulate the "flame" effect


Blobby Dino
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This simple technical demonstration gives a quick look of the geometry deformation abilities of the vertex processor in GeForce3's nfiniteFX engine.  Note the flexibility of the vertex shaders as you click through the different deformations of a dinosaur.

How to run:

L Mouse - Rotate Dinosaur
R Mouse - Menu of options
space bar - change vertex deformer
"+" - increase effect
"-" - reduce effect


Bumpy Shiny Patch
=================

Combining the power of the nfiniteFX engine and surface evaluators, even a simple floating patch has the stunning look only attainable with GeForce3.  This technical demonstration is the "whole enchilada" of GeForce3 effects.

The vertex and pixel processing is put to use to achieve the bumpy and shiny surface of the patch.  Surface evaluators are used to distort the patch in space.

How to run:

L Mouse - Rotate Patch
R Mouse - Menu of options (there are many options, so take some time to explore)
"+" - increase bump
"-" - decrease bump
space bar - animate (distort) the patch surface


