Presentation on theme: "RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems."— Presentation transcript:
RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems
Overview Introduction System Architecture Features Conclusions / Results
Introduction SGI created. High end graphics work station Hardware Solution
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.
Introduction First Generation System –Target Transformation Flat-Shaded Primitives –Results Very simple scenes
Introduction Second Generation Systems –Made in the late 80s –Useful hardware was available and affordable Frame buffers ASICs –Greater Functionality
Introduction Second Generation System –Target Interpolate Color and Depth Good Performance Solid or Wire frame images –Results More complex scenes
Introduction RealityEngine (Third Generation) –Made in the 90s –Hardware is cheap –More functionality
Introduction RealityEngine –Target ½ Million triangles Filtered Textures Antialiasing 30Hz rendering for full screen 800000 triangles per second
Architecture Overview Geometry Board Raster Memory Boards Display Gen Board Triangle Bus System Bus
Features Stereo in a Window Fast Clipping –Expand the frustum –Scissor
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.
Conclusions / Results Design Alternatives –Triangle Bus –12-bit Color vs 8-bit Visual banding elimination Degraded resolution
Conclusions / Results Results –Created a System that could 20-60 Hz display system Handle advanced functionality
Conclusion RealityEngineCurrent Pipeline Application Vertex Program Rasterization Fragment Program Display