Proceedings Article10.1145/166117.166131
Reality Engine graphics
Kurt Akeley
- 01 Sep 1993
- pp 109-116
404
TL;DR: The architecture of the RealityEngine graphics system is described, then some of the decisions made during its design are justified, and the system enables realtime, “outthe-window” image generation and interactive image processing.
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Abstract: The RealityEngine graphics system is the first of a new generation of systems designed primarily to render texture mapped, antialiased polygons. This paper describes the architecture of the RealityEngine graphics system, then justifies some of the decisions made during its design. The implementation is near-massively parallel, employing 353 independent processors in its fullest configuration, resulting in a measured fill rate of over 240 million antialiased, texture-mapped pixels per second. Rendering performance exceeds 1 million antialiased, texture mapped triangles per second. In addition to supporting the functions required of a general purpose, high-end graphics workstation, the system enables realtime, “out-the-window” image generation and interactive image processing.
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Citations
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