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- Newsgroups: comp.sys.sgi
- Path: sparky!uunet!usc!zaphod.mps.ohio-state.edu!mips!odin!fido!cashew.asd.sgi.com!kurt
- From: kurt@cashew.asd.sgi.com (Kurt Akeley)
- Subject: Re: Reality Engine performance
- Message-ID: <nlu95oc@fido.asd.sgi.com>
- Sender: news@fido.asd.sgi.com (Usenet News Admin)
- Organization: Silicon Graphics, Inc.
- References: <31505@adm.brl.mil> <1992Jul23.164303.13858@eagle.lerc.nasa.gov>
- Date: Thu, 23 Jul 1992 21:59:38 GMT
- Lines: 61
-
- --
- In article <1992Jul23.164303.13858@eagle.lerc.nasa.gov>, tohanson@gonzo.lerc.nasa.gov (Jeff Hanson) writes:
- |> 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.
-
- RealityEngine does not store textures in the bitplanes, but rather
- in separate texture memory. The additional bitplanes may indeed be of
- benefit to you. See below.
-
- |> Here is what I think a good ViSC machine would be -
- |>
- |> 1. As high a polygon rate as possible.
-
- The benchmark polygon rate of RealityEngine isn't much higher in some
- cases than the VGX numbers, but the usable performance is higher.
- Reasons include higher fillrate, more fifos between graphics engines,
- much faster clipping, backface culling before lighting, much faster
- implementation of complex lighting algorithms, etc.
-
- |> 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.
-
- Two of the three bitplane configurations of RealityEngine support 1600x1200
- out of the box (including the monitor). This is accomplished by trading
- bitplane depth (number of bitplanes) for bitplane area, which RealityEngine
- is designed to do gracefully.
-
- |> 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.
-
- Most of the additional bitplanes in RealityEngine are there to support
- full performance rendering of antialiased points, lines, and especially
- polygons. Because they are there, you can generate antialiased
- images without having to presort graphics primitives. Like a zbuffer,
- a cost of additional bitplane resources simplifies application programming
- and increases performance.
-
- |> 4. Double buffer for 24 bit (or higher) color with 12 bit colormaps available.
-
- RealityEngine supports 12 bits per color component (48 bit RGBA) in single,
- double, and quad buffer configurations. Quad buffer supports stereo in
- a window, with square pixels, and no incorrect interactions with the window
- system (pulldowns, menus, etc. work correctly).
-
- Several 12-bit color maps are available, to be assigned to different windows.
-
- |> 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
-
- -- Kurt Akeley kurt@sgi.com (415) 390-3612 M/S 7U-550
-