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- From: tohanson@gonzo.lerc.nasa.gov (Jeff Hanson)
- Newsgroups: comp.sys.sgi
- Subject: Re: Reality Engine performance
- Message-ID: <1992Jul23.164303.13858@eagle.lerc.nasa.gov>
- Date: 23 Jul 92 16:43:03 GMT
- References: <31505@adm.brl.mil>
- Sender: news@eagle.lerc.nasa.gov
- Organization: NASA Lewis Research Center
- Lines: 24
-
- In general I agree with Martin. Scientific visualization in general,
- and CFD visualization in particular are polygon bound and not texture
- bound. We don't use the bitplanes we have now, so the extra ones
- in the RealityEngines aren't going to do us any good. Here is what
- I think a good ViSC machine would be -
-
- 1. As high a polygon rate as possible.
- 2. As much screen resolution as possible. This is important for highly
- detailed grids and for seeing things that differ widely in size in
- physical space coordinates.
- 3. Antialiasing for lines and polygons. The VGX Accumulation Buffer is
- a good example of this since it is progressive. That is, you get
- maximum responsiveness when interactive (moving) and you get a better
- picture when you stop.
- 4. Double buffer for 24 bit (or higher) color with 12 bit colormaps available.
-
- I'll be a SIGGRAPH next week so if anyone wants to discuss this, look for me.
- --
- ---------------------------------------------------------------------------
- Jeff Hanson - Scientific Graphics Programmer and Workstation Administrator
- Sverdrup Technology, NASA Lewis Research Center Group
- NASA Lewis Research Center, MS 86-4, Cleveland, Ohio 44135
- Telephone - (216) 433-2284 Fax - (216) 433-2182
- tohanson@gonzo.lerc.nasa.gov - ViSC: Better Science Through Pictures
-