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Published byMikayla Ralls Modified over 10 years ago
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RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems
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Overview Introduction System Architecture Features Conclusions / Results
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Introduction SGI created. High end graphics work station Hardware Solution
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Introduction First Generation System –Made in the early 80s –Useful hardware was just becoming available Floating Point hardware No Frame-buffer Memory No ASICs –Lack of Functionality other than transformation.
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Introduction First Generation System –Target Transformation Flat-Shaded Primitives –Results Very simple scenes
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Introduction Second Generation Systems –Made in the late 80s –Useful hardware was available and affordable Frame buffers ASICs –Greater Functionality
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Introduction Second Generation System –Target Interpolate Color and Depth Good Performance Solid or Wire frame images –Results More complex scenes
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Introduction RealityEngine (Third Generation) –Made in the 90s –Hardware is cheap –More functionality
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Introduction RealityEngine –Target ½ Million triangles Filtered Textures Antialiasing 30Hz rendering for full screen 800000 triangles per second
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Architecture Overview Geometry Board Raster Memory Boards Display Gen Board Triangle Bus System Bus
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Architecture Geometry Board –Input FIFO –Command Processor –Geometry Engines Command Processor GE
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Architecture Command Processor –Two kinds of Commands Frequent Infrequent –Breaks down commands –Broadcasts commands to Geometry Engines
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Architecture Geometry Engine –Transforms, Lights, Clips polygons –Decomposes all polygons to triangles. –Setups a plane equation in X,Y screen directions
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Architecture Triangle Bus –Used to broadcast output from Geometry Engines –Huge in size to prevent bottlenecking.
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Architecture Raster Memory Boards –5 Fragment Generators –80 Image Engines –Huge Framebuffer FG
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Architecture Fragment Generator –Fragments –Coverage Mask –Texture Controls –Color –Fog
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Architecture Fragment Generator –Fragment Generation Uses Modified Pineda algorithm –Coverage Mask Generation Generates 8x8 Masks
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Architecture Fragment Generator –Texture Control Based around the most center pixel in mask. LOD Fraction and the center pixels location determine texel location.
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Architecture Fragment Generator –Blends texture color with fragment color –Blends Fog
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Architecture Image Engine –Each engine is responsible for X pixels. –Reconstructs subpixel sample depth using XY slopes. –Update the framebuffer.
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Architecture Display Gen Board –Each Image Generator pass on color –Board dithers 12 bits to 10 bits. –Gamma Corrects
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Features Antialiasing –Alpha Determine alpha scale factor for blending. Poor results with polygons –Multisample Two Mask Generation Modes –Point Sampled –Area Sampled
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Features Texture Mapping –2D Textures Mipmapped –3D Textures –LOD texture mapping –Filtering –Magnification
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Features Stereo in a Window Fast Clipping –Expand the frustum –Scissor
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Conclusions / Results Design Alternatives –Single-Pass Antialiasing Improve resolution through hardware –Multisample Antialiasing Brute Force vs. Finese –Immediate Resolution of Multisample Color Use fragment color most of the time.
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Conclusions / Results Design Alternatives –Triangle Bus –12-bit Color vs 8-bit Visual banding elimination Degraded resolution
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Conclusions / Results Results –Created a System that could 20-60 Hz display system Handle advanced functionality
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Conclusion RealityEngineCurrent Pipeline Application Vertex Program Rasterization Fragment Program Display
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