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[TGDaily] Nvidia launches 15360 x 2560 pixel Quadro card - Page 3

post #21 of 29
Quote:
Originally Posted by Traeumt View Post
who needs that guys
game/cgi developers who use high resolution
    
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post #22 of 29
Quote:
Originally Posted by Coma View Post
Basically, that means for irrational numbers like pi, double precision calculates up to 64 numbers after the "dot". I think gaming ATI cards already have double precision, but IIRC NVIDIA cards are still only 32bit float.
Wrong!!!
IEEE 754 structure: sign , exponent, mantissa(or fraction)

Single precision IEEE 754 is 32-bit.
1bit sign (0 positive, 1 negative)
8bits exponent (e.g. 10^3, 3 is the exponent)
23bits mantissa (e.g. 34556)
Result: 1.34556 * 10^3 = 1345.56

Double precision:
1bit sign
11bits exponent
52bits mantissa

Lets find out the maximum decimal numbers that can mantissa store.
It will be log10(2^52) = 52*log10(2) = 52 *0,30103 ~ 15,65356 ~ 15
That means that mantissa can store 15 + 1 digit numbers, i.e. 16 digits after the point ("dot").

PS. Only ATI RV670 supports double-precision computing for now.. (I compiled a script from my CAL and didn't worked on my 2600 XT)
Quote:
Originally Posted by double_matmult.cpp
// Double precision is only supported on 670 or better. Just
// indicate success if we're not on supported hardware.
if (attribs.target != CAL_TARGET_670)
{
return 0;
}
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post #23 of 29
Quote:
Originally Posted by moward View Post
Coma - graphics cards have zero effect on the quality of CGI films, CGI animation is not rendered in real time, hence the quality is set in the 3D/compositing software.
and the animators

Hmm lets see here: Overtime and hard work or home-by-dinner and less polygons and triangles (meaning round things are less round, stuff is blocker). As a consumer I want harder work, but the film company probably doesn't want to have to pay for quality work, so they find a good balance between cheap designers and good quality effects.

if that makes no sense, thats ok. I don't understand it either, been outside painting for too long and I'm cold.
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post #24 of 29
These cards are for peepz using 3D rendering like Studio Max or Maya , It's a graphic workstation, not a graphics game card. The price is soo high on them is because the cards allow you to do things related to animation or rendering or autocad which the gamer cards can't do, or do a poor job of,

There's soo many different stuff involved in say SMax like these guys have to make animation for movies and blah blah and theres like thousands of acyrnms or I mean ,,, graphic terms ,,, and it uses OpenGL ,,,,,, good thread!!!
    
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post #25 of 29
Quote:
Originally Posted by moward View Post
Coma - graphics cards have zero effect on the quality of CGI films, CGI animation is not rendered in real time, hence the quality is set in the 3D/compositing software.
When it comes to texture resolutions and stuff like that, yeah... but not when it comes to AA and AF. Gaming cards are limited in how high they can go.

The real difference is in resolutions, and slower algorithms used to render (higher AA/AF settings, and more - the way things are calculated.

I don't know exactly how things go on but I'm assuming based on other things, such as encoding video.

x264's ME (motion estimating) Subpixel Refinement has 7 modes - I have 2 profiles: one that uses mode 5, Multi QPel and one that uses mode 7, RDO Level 2.

The profile that uses Multi QPel is almost 3 times faster than the RDO profile, because RDO is more precise, which is exactly the same as here.

Going by this, it's reasonable to say that the premium you pay for workstation cards is the extra RAM... and drivers that are slower and perform more precise calculations.
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post #26 of 29
Quote:
Originally Posted by metala View Post
Wrong!!!
I was going based on the assumption that "double" of 32 is 64.
In any case, I'm pretty sure ATI said before that their FireStream 9170 supports 64bit precision calculations, but my memory has failed me before. If you're bored enough, fish the thread and check.
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Akiyama Mio
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post #27 of 29
Quote:
Originally Posted by metala View Post
Wrong!!!
IEEE 754 structure: sign , exponent, mantissa(or fraction)

Single precision IEEE 754 is 32-bit.
1bit sign (0 positive, 1 negative)
8bits exponent (e.g. 10^3, 3 is the exponent)
23bits mantissa (e.g. 34556)
Result: 1.34556 * 10^3 = 1345.56

Double precision:
1bit sign
11bits exponent
52bits mantissa

Lets find out the maximum decimal numbers that can mantissa store.
It will be log10(2^52) = 52*log10(2) = 52 *0,30103 ~ 15,65356 ~ 15
That means that mantissa can store 15 + 1 digit numbers, i.e. 16 digits after the point ("dot").

PS. Only ATI RV670 supports double-precision computing for now.. (I compiled a script from my CAL and didn't worked on my 2600 XT)
I don't know what you're saying, but I agree.
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post #28 of 29
Quote:
Originally Posted by Coma View Post
Ihatethedukes: The proof is in any CGI movie you see. Ever see aliasing in them?
That's because they use these cards, which are pretty much the same except they use much higher antialiasing/anisotropic filtering, and some even offer double precision (64bit) float calculation.

Basically, that means for irrational numbers like pi, double precision calculates up to 64 numbers after the "dot". I think gaming ATI cards already have double precision, but IIRC NVIDIA cards are still only 32bit float.
Your post was very good, but I just want to jump in here and say that that is not quite how floating point works. The 64 bits of a double precision floating point number are broken into 1 sign bit, 11 exponent bits, and 52 fraction bits. The number is in the form +1.[frac]x2^[exp] for normalized values, where frac and exp are numbers derived from the fraction and exponent bits. This yields 52 places, but they are binary digits rather than decimal digits. This makes the set of representable values a bit counterintuitive. Also, a 64 bit float stores 52 digits, but they are not necessarily the 52 places after the decimal point.



Wikipedia has a good explanation of how floating point numbers are represented for anybody interested. It's relatively simple but complicated enough to make for a bad post
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post #29 of 29
So, I'm just going to link to your post instead of trying to explain it myself D:
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Akiyama Mio
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