Re: High resolution images, and DirectX

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Does it need to be fast?
If all you want to do is image-space calculations then you really don't need
D3D at all.
However, if you want to generate full 3D scenes shaded with advanced HLSL
shaders then yes, D3D can help.
Graphics cards have size limitations, so you can't create one back buffer
that's that big and render to it directly. You can however cut your
rendering into smaller blocks. This can be achieved via careful setup of
view/projection matrices.
The biggest bottleneck will be retreival of this data from GPU surfaces, so
don't expect real-time performance... All in all, it's acheivable, but it
won't be fast...

--
Wessam Bahnassi
Microsoft DirectX MVP,
Lead Programmer
In|Framez

<Simon Knight> wrote in message
news:43bc612b.37807036@xxxxxxxxxxxxxxxxxxxxxxxxxx
> I am new to the area of 3D graphics, and am wondering if it is
> possible to use DirectX for calculating Per Pixel Lighting / Shading
> of large (12,000 x 17,000 pixel, 24 bit, 600MB) images (from a height
> or normal map) for printing to an A4 photorealistic printer; as
> distinct from much lower resolution screen images?
>
> Any clarification would be welcome. Thanks.
>
>
> Simon Knight
>
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