![NVIDIA Demos Next Generation Mobile Graphics [Video] NVIDIA Demos Next Generation Mobile Graphics [Video]](/images/news/15331/52988/52988-64.png)
NVIDIA Demos Next Generation Mobile Graphics [Video]
Posted May 30, 2011 at 11:30am by
Shalom Levytam
NIVIDIA is using Project Kal-El, their upcoming mobile quad-core processor with a 12-core NVIDIA GPU, to demo next generation mobile graphics. They've created a video called "Glowball" to help do this.
The ball serves as the light source. As it rolls, it casts its effect on different objects. This shows off the power of true dynamic lighting, rendered in real-time with physics (no canned animations here, folks). Thanks to Project Kal-El, Glowballs true dynamic lighting brings more life and interactivity to a 3D environment. This marks the first time this type of lighting is feasible on a mobile device.
Glowball also leverages the accelerometer inside the device, affecting real-time movements of drapes throughout the game. As the user tilts the device, the gravity in the scene changes and drapes respond accordingly.
The movements are calculated using physics and are simulated across Project Kal-Els four CPU cores. Again, no canned animations. As the ball rolls through the drapes, they respond how youd expect them to in real life. In addition, as the ball collides into the jack-in-the-boxes and barrels, the scene responds. Notice how the visual quality degrades when only two CPU cores are used. Its clear that the quad-core processor in Project Kal-El is required for this level of realism.
Take a look at the video below...
Read More
The ball serves as the light source. As it rolls, it casts its effect on different objects. This shows off the power of true dynamic lighting, rendered in real-time with physics (no canned animations here, folks). Thanks to Project Kal-El, Glowballs true dynamic lighting brings more life and interactivity to a 3D environment. This marks the first time this type of lighting is feasible on a mobile device.
Glowball also leverages the accelerometer inside the device, affecting real-time movements of drapes throughout the game. As the user tilts the device, the gravity in the scene changes and drapes respond accordingly.
The movements are calculated using physics and are simulated across Project Kal-Els four CPU cores. Again, no canned animations. As the ball rolls through the drapes, they respond how youd expect them to in real life. In addition, as the ball collides into the jack-in-the-boxes and barrels, the scene responds. Notice how the visual quality degrades when only two CPU cores are used. Its clear that the quad-core processor in Project Kal-El is required for this level of realism.
Take a look at the video below...
Read More

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