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The I.M.O.G.E.N.E. Machine: Some Hardware Elements I.M.O.G.E.N.E.机器:一些硬件元素
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/054-073
Vincent Lefévère, S. Karpf, C. Chaillou, M. Mériaux
The goal of the I.M.O.G.E.N.E. project is to define a real time graphics system. We focus on true real time display, images being computed at frame rate, i.e 50 (or 60) times a second. The I.M.O.G.E.N.E. machine uses no frame buffer. We use a massive object parallelism; the graphics module is made of a large number of object-processors, each one handling one graphics primitive at pixel rate in rasterscan order. Shading computations are made in a deferred shading processor using Phong's method. After a brief presentation of Object-Oriented Architectures, we present new details about the hardware implementation of our Object Processors, and describe for the first time the shading processor.
I.M.O.G.E.N.E.项目的目标是定义一个实时图形系统。我们专注于真正的实时显示,图像以帧率计算,即每秒50(或60)次。I.M.O.G.E.N.E.机器不使用帧缓冲。我们使用大量的对象并行;图形模块由大量的对象处理器组成,每个对象处理器按光栅扫描顺序以像素率处理一个图形原语。使用Phong的方法在延迟着色处理器中进行着色计算。在简要介绍了面向对象的体系结构之后,我们介绍了关于对象处理器硬件实现的新细节,并首次描述了着色处理器。
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引用次数: 0
Silicon Compilers for Graphics Hardware Design? 用于图形硬件设计的硅编译器?
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/020-033
Oliver Renz, Alwin Gröne
Experiences with the realization of an object processor using a silicon compiler will be described. Object processors are parts of the object oriented display processor architecture PROOF (Pipeline for Rendering in an Object Oriented Framework; [9] and [8]). Placed in an object processor pipeline the object processors perform the scan conversion, the interpolation of the depth values and the normal vectors of the primitive objects of a scene to be rendered. The suitability of the silicon compiler GENESIL for the development of graphics hardware will be examined using the object processor as an example.
本文将描述使用硅编译器实现对象处理器的经验。对象处理器是面向对象显示处理器体系结构PROOF (Pipeline for Rendering in a Object oriented Framework)的一部分。[9]和[8])。放置在一个对象处理器管道中,对象处理器执行扫描转换,深度值的插值和要渲染的场景的基本对象的法向量。将以对象处理器为例,审查硅编译器GENESIL对图形硬件开发的适用性。
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引用次数: 0
XInPosse: Structural Simulation for Graphics Hardware 图形硬件的结构仿真
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/009-019
M. Guravage, E. Blake, A. Kuijk
A structural simulator is used both to test hardware and to visualize software that should run on that hardware. In a layered set of graphical hardware simulators, a structural simulator bridges the gap between hardware fidelity on the one side and sufficient performance to visualize graphics algorithms on the other. Essential design requirements were code extensibility and reusability. In order to achieve this, object-oriented methods were adopted. Important design criteria for graphical hardware simulators at this level are that both the exact digital state of the hardware and the graphical output be visualized interactively. The experience with using the XInPosse simulator is presented and analysed. XInPosse simulates a large systolic array in custom VLSI for second order interpolation; in this case to produce shaded scanlines. XInPosse provides the user with a means of tracing commands within the array while interactively setting breakpoints and displaying processors of particular interest. It verified that the hardware could execute the graphics algorithms correctly and that the limitations on numerical accuracy and range were graphically acceptable. An unexpected use was to facilitate communication between chip designers and the graphics researchers. Problems in the documentation of the hardware and workarounds for hardware "bugs" were found more easily through the common reference frame provided by the simulator. It is the intention of the authors to use the modularity provided by the object-oriented design to produce a toolkit for building graphical hardware simulators.
结构模拟器既用于测试硬件,也用于可视化应该在该硬件上运行的软件。在一组分层的图形硬件模拟器中,结构模拟器弥合了一方面硬件保真度与另一方面图形算法可视化的足够性能之间的差距。基本的设计要求是代码的可扩展性和可重用性。为了实现这一点,采用了面向对象的方法。这个级别的图形硬件模拟器的重要设计标准是,硬件的精确数字状态和图形输出都是交互式可视化的。介绍并分析了XInPosse模拟器的使用经验。XInPosse在定制VLSI中模拟大型收缩阵列用于二阶插值;在这种情况下产生阴影扫描线。XInPosse为用户提供了在数组中跟踪命令的方法,同时交互式地设置断点并显示特别感兴趣的处理器。验证了硬件可以正确执行图形算法,并且在图形精度和范围上的限制是可以接受的。一个意想不到的用途是促进芯片设计师和图形研究人员之间的沟通。通过模拟器提供的通用参考框架,更容易发现硬件文档中的问题和硬件“bug”的变通方法。作者的意图是使用面向对象设计提供的模块化来生成用于构建图形硬件模拟器的工具包。
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引用次数: 5
Dynamic Load Balancing within a High Performance Graphics System 高性能图形系统中的动态负载平衡
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/037-053
H. Selzer
Interactive 3D graphics applications require significant arithmetic processing to meet the ever-inreasing desire for higher image complexity and higher resolution in displayed images. This paper describes a graphics processor architecture with a high degree of parallelism connected to a distributed frame buffer. The architecture can be configured with an arbitrary number of identical, high level programmable processors operating in parallel. Within the architecture an automatic load balancing mechanism is presented which distributes the processing load between geometry and rendering section. After the unique features of the architecture are described the load balancing mechanism is analyzed and the increase of performance is demonstrated.
交互式3D图形应用程序需要大量的算法处理,以满足对显示图像的更高复杂性和更高分辨率的不断增长的需求。本文描述了一种与分布式帧缓冲区连接的具有高度并行性的图形处理器体系结构。该体系结构可以配置任意数量的相同的高级可编程处理器并行运行。在该体系结构中,提出了一种自动负载平衡机制,将处理负载分配到几何部分和绘制部分之间。在描述了该体系结构的特点之后,分析了负载均衡机制,并演示了性能的提高。
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引用次数: 1
The Conveyor - an Interconnection Device for Parallel Volumetric Transformations 传送带——并联容积变换的连接装置
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/077-085
D. Cohen-Or, R. Bakalash
This paper presents the conveyor, an interconnection device which operates on a 3D skewed memory space and provides the capability of parallel volumetric transformation. The special concept of the conveyor, its design and implementation are discussed.
本文介绍了一种在三维倾斜存储空间上运行并提供并行体积转换能力的互连装置——输送机。论述了输送机的特殊概念、设计与实现。
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引用次数: 6
Issues and Directions for Graphics Hardware Accelerators 图形硬件加速器的问题和方向
Pub Date : 1991-09-01 DOI: 10.2312/EGGH/EGGH91/003-005
K. Akeley
Hello, it's a pleasure to be here. I was introduced to graphics by professor James Clark at Stanford University during the summer of 1981. I didn't see much of Jim that summer, however, as he was very busy completing the development of the first Geometry Engine integrated circuit. During some of his little spare time he guided me in the design of an NMOS-based framebuffer controller which could serve as a back-end to a pipe of Geometry Engines in a complete graphics system. While my conceptual framebuffer design was never implemented, Jim asked my to join him and several others in a venture based on the Geometry Engine technology. With Jim in the lead this group founded Silicon Graphics in the summer of 1982, having begun development of a Geometry Engine-based graphics system in the fall of 1981. Thus this talk roughly commemorates my tenth anniversary in the field of graphics. During my ten years I've watched first hand the tremendous growth in both computer and graphics capability. Processors shipped by Silicon Graphics during that period have improved from roughly 1/4 MIP performance (early 68000) to over 250 MIP performance (8 parallel R3000), a ratio of 1000 to 1. Raw graphics performance has increased at an even greater pace, from a few hundred Z-buffered polygons per second in our first machine to over a million in the current offering. And there's no end in sight, of course! The remainder of this talk is a series of brief technical observations, followed by a personal conclusion.
大家好,很高兴来到这里。1981年夏天,斯坦福大学的詹姆斯·克拉克教授向我介绍了图形学。那年夏天,我没有见到吉姆,因为他忙于完成第一个几何引擎集成电路的开发。在他的一些业余时间里,他指导我设计了一个基于nmos的framebuffer控制器,该控制器可以作为一个完整图形系统中几何引擎管道的后端。虽然我的概念性framebuffer设计从未实现过,但Jim邀请我加入他和其他几个人,共同开发基于Geometry Engine技术的项目。在Jim的带领下,这个团队于1982年夏天成立了Silicon Graphics,并于1981年秋天开始开发基于几何引擎的图形系统。因此,这次演讲大致是为了纪念我在图形领域的十周年。在我的十年里,我亲眼目睹了计算机和图形技术的巨大发展。在此期间,Silicon Graphics提供的处理器从大约1/4 MIP性能(早期的68000)提高到超过250 MIP性能(8并行R3000),比例为1000比1。原始图形性能以更快的速度增长,从我们第一台机器的每秒几百个z缓冲多边形到目前提供的超过一百万个。当然,还看不到结束的迹象!这次演讲的剩余部分是一系列简短的技术观察,然后是个人结论。
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引用次数: 0
A Display Controller for an Object-level Frame Store System 对象级框架存储系统的显示控制器
Pub Date : 1991-04-01 DOI: 10.2312/EGGH/EGGH88/141-170
J. Jayasinghe, A. Kuijk, L. Spaanenburg
In [3] and [1] a new architecture for a Computer Image Generating (CIG) system designed to have optimal Interaction support for realistlc 3D graphics has been presented. There it was stated that -- from an interaction point of viewthere is no need to have access to an image representation as low as the pixel level. This and the fact that the performance and resolution to a major extend has been limited by the pixel update speed enforced by memory technologies. led us to the conclusion that it should be investigated whether a CRT display could be refreshed from an object-level representation of the frame instead of the conventional pixel-level frame store. In this paper we present as a result of this study an architecture of a (multi-processor) Display Controller that is capable to directly refresh a raster display from such an object-level frame representation.
在[3]和[1]中,提出了一种计算机图像生成(CIG)系统的新架构,该系统旨在为逼真的3D图形提供最佳的交互支持。有人指出,从交互的角度来看,没有必要访问低至像素级别的图像表示。这一点以及性能和分辨率在很大程度上受到内存技术强制执行的像素更新速度的限制。使我们得出结论,应该研究CRT显示器是否可以从帧的对象级表示而不是传统的像素级帧存储中刷新。在本文中,作为这项研究的结果,我们提出了一个(多处理器)显示控制器的架构,它能够从这样一个对象级帧表示直接刷新光栅显示。
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引用次数: 5
Hardware Support for the Display and Manipulation of Binary Voxel Models 二进制体素模型的显示和操作的硬件支持
Pub Date : 1991-04-01 DOI: 10.2312/EGGH/EGGH88/103-117
G. Jense, D. P. Huijsmans
We describe some of our experiences with the implementation of a 3D reconstruction system for the visualization of the shapes and structural development of biological objects. We use a binary voxel model as volumetric representation of the reconstructed objects. The manipulation and display of volumetric representations involve the processing of huge amounts of data, making hardware support a virtual necessity. Instead of attempting to design special purpose hardware, we decided to try and exploit readily available image processing hardware. We use one of the available frame buffers for storage and direct display of the binary voxel data set. The other frame buffer holds either a surface normal view, a depth-shaded pre-image or the binary voxel data set of a secondary object. Altering the light direction or shading function is performed by manipulating the hardware output lookup tables. An additional frame processor is employed for running various filter operators over pre-images, computing bitwise logical functions on two binary voxel data sets and for pan and zoom operations.
我们描述了一些我们的经验与实施三维重建系统的形状和结构发展的可视化的生物对象。我们使用二进制体素模型作为重建对象的体积表示。体积表示的操作和显示涉及处理大量数据,使得硬件支持成为虚拟的必要条件。我们没有尝试设计特殊用途的硬件,而是决定尝试利用现成的图像处理硬件。我们使用一个可用的帧缓冲区来存储和直接显示二进制体素数据集。另一个帧缓冲区保存表面法线视图、深度阴影预图像或次要对象的二进制体素数据集。通过操纵硬件输出查找表来改变光照方向或着色功能。一个额外的帧处理器用于在预图像上运行各种滤波算子,计算两个二进制体素数据集上的按位逻辑函数,以及平移和缩放操作。
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引用次数: 4
A VLSI Design Strategy for Graphics 一种面向图形的VLSI设计策略
Pub Date : 1991-04-01 DOI: 10.2312/EGGH/EGGH88/003-017
Andrew D. Nimmo, P. Lister, R. L. Grimsdale
The tools available for ASIC design now offer the features and functionality necessary to permit ideas to be realised in silicon in a relatively short period of time, This paper introduces work undertaken at Sussex University intended to lead to a more complete VLSI Design Strategy, using ECAD packages provided by Mentor Graphics. In particular. it focuses on the use of Behavioural simulation tools and includes a worked example.
可用于ASIC设计的工具现在提供了必要的特性和功能,允许在相对较短的时间内在硅中实现想法。本文介绍了在苏塞克斯大学进行的工作,旨在使用Mentor Graphics提供的ECAD包实现更完整的VLSI设计策略。在特定的。它侧重于行为模拟工具的使用,并包括一个工作示例。
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引用次数: 1
3D Graphics for Consumer Applications: How Realistic Does it Have to Be? 消费者应用的3D图形:它必须有多逼真?
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/133-136
P. Winser
The design of graphics IC's for the consumer market has performance limitations imposed by the need to maintain low cost, and must be driven by consideration of the potential applications. The likely requirements for a consumer aimed real time 3D graphics system are stated in terms of performance and rendering techniques, and a research prototype of a 3D display processor is presented. The processor performs polygon drawing with smooth shading, Z buffer, and texture mapping into standard memory components. Limitations of the system and necessary image quality improvements are discussed.
针对消费市场的图形IC的设计由于需要保持低成本而受到性能限制,并且必须考虑潜在应用的驱动。从性能和渲染技术方面阐述了面向消费者的实时三维图形系统的可能需求,并提出了一个三维显示处理器的研究原型。处理器执行多边形绘制平滑阴影,Z缓冲区和纹理映射到标准内存组件。讨论了系统的局限性和必要的图像质量改进。
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引用次数: 1
期刊
Advances in Computer Graphics Hardware
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