To match the physical dimensions of advertising posters, it is common for a Desktop Publishing image to exceed 10,000x10,000 pixels (RGBA). IMPACT's Memory-To-Graphics high download rate enables the hardware acceleration of a variety of applications, which all need to tile their data. Similar to the Volume Rendering and Terrain Following techniques, the image is drawn - and processed - on a per-tile basis. The new tiles are loaded from memory as needed, and then used as textures for Rotation, interpolated Zoom, and real-time Convolution. This demonstration prototype was developped for BARCO, in Belgium. NB: For b&w images, 60HZ roaming can be achieved by pre-interleaving the tiles and loading them as pseudo-RGBA textures (see TEX_SELECT extension). This technique is demonstrated by Bob Shakib's DEMO.shakib example.
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These programs have been compiled and tested
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- IRIX 6.2 |
They are also expected to compile and run on the
following systems, but have NOT BEEN TESTED: |
- Reality Engine (5.3 with OpenGL Extensions Patch 918 (successor to 154)) |
* * * The binaries included on v6.1 of the Developer Toolbox were generated on an IRIX 6.2 Indigo² IMPACT system. In order to recompile you must install the GLUT 3.0 software, included on this v6.1 Toolbox, onto your own system. The inst images or tardist file can be found in
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Scripts
Subdirectories