Midna said:
The 3DS GPU, the Pica200, definitely has support for hardware shaders. Current unconfirmed leaks suggest the 3DS is running twin 200MHz ARM11 processors. Even with two of them, that's still less powerful than a Cortex A8, I'd wager. But the Pica200 is a beast, it really is.
MAESTRO shaders are pretty nice, actually.
http://en.wikipedia.org/wiki/PICA200#Specification
Look there, for shaders, it's got...
per pixel lighting
procedural texture
refraction mapping
subdivision primitive
shadow
gaseous object rendering
this chip pica will be great for 3ds and games will look fantastic
here's some I pulled from wiki, makes good reading... some I could not find.
Per-pixel lighting
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In computer graphics, per-pixel lighting is commonly used to refer to a set of methods for computing illumination at each rendered pixel of an image. These generally produce more realistic images than vertex lighting, which only calculates illumination at each vertex of a 3D model and then interpolates the resulting values to calculate the per-pixel color values.
Per-pixel lighting is commonly used with other computer graphics techniques to help improve render quality, including bump mapping, specularity, phong shading, and shadow volumes.
Real-time applications, such as computer games, which use modern graphics cards, will normally implement per-pixel lighting algorithms using pixel shaders. Per-pixel lighting is also performed on the CPU in many high-end commercial rendering applications which typically do not render at interactive framerates.
Procedural texture
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A procedural floor grate texture generated with the texture editor Genetica.
A procedural texture is a computer generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, stone, and others.
Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the “randomness” found in nature.
refraction mapping (ray tracing)
http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29
http://www.gamasutra.com/view/feature/3122...pping_part_.php
Self-shadowing
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This article is about computer graphics lighting effect.
Doom 3's unified lighting and shadowing allows for self-shadowing via shadow volumes
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will not cast a shadow over the ball.