TL;DR: A high performance display system that has been incorporated into the overall architecture of the Stellar Graphics Supercomputer Model GS1000, and is capable of rendering 150,000 shaded triangles/sec, and 600,000 short vectors/sec.
Abstract: This paper describes a high performance display system that has been incorporated into the overall architecture of the Stellar Graphics Supercomputer Model GS1000. The display system is tightly coupled to the CPU, memory system and vector processing unit of this supercomputer, and is capable of rendering 150,000 shaded triangles/sec, and 600,000 short vectors/sec. The goal of the architecture is to share hardware resources between the CPU and display system and achieve a high bandwidth connection between them. This coupling of the display system and the processor, the architecture of the rendering processor, and the two ASICs that are used to implement the rendering processor are described.In addition, the display system architecture is contrasted to other approaches to high performance graphics, and design trade-offs and possible extensions are described. The implementation of popular display algorithms on the architecture is discussed, and their performance specified. The reader is advised that Stellar Computer Inc. is seeking patent protection for work described in this paper.
TL;DR: Graphics can be implemented as a virtual system resource that appears to each application on a multiprocessing workstation as a dedicated rendering and display pipeline.
Abstract: Graphics can be implemented as a virtual system resource. This abstraction appears to each application on a multiprocessing workstation as a dedicated rendering and display pipeline. A variety of simple mechanisms support the simultaneous display of different types of images and eliminate the need for low-level device driver software. They permit applications to embed graphics instructions directly in their code. The abstraction allows for cleaner software design, higher performance, and effective concurrent use of the display by several applications.
TL;DR: A description is given of the Stellar Graphics supercomputer, a class of systems that tightly integrates the processing capabilities of minisupercomputers with high-performance three-dimensional graphics in a single user package.
Abstract: A description is given of the Stellar Graphics supercomputer, a class of systems that tightly integrates the processing capabilities of minisupercomputers with high-performance three-dimensional graphics in a single user package. The novel architectural concepts used to meet Stellar's goals for performance, size, and price are introduced. The Stellar graphics and concurrency are discussed. >
TL;DR: This paper, an updating of [Fuchs, 1987], reviews some experimental and commercial graphics systems that intensively use VLSI (Very Large Scale Integration) technology and describes the current state of one of these systems, Pixel-planes, among the fastest of 3D systems.
Abstract: This paper, an updating of [Fuchs, 1987], reviews some experimental and commercial graphics systems that intensively use VLSI (Very Large Scale Integration) technology. Described in some detail is the current state of one of these systems, our own Pixel-planes. Among the fastest of 3D systems, Pixel-planes renders about 35,000 full-screen, smooth-shaded, Z-buffered triangles per second, about 13,000 Z-buffered interpenetrating spheres per second.
TL;DR: This investigation evaluated the capabilities of one type of advanced display architecture, the PIXAR1 Image Computer, for real-time interaction while displaying three-dimensional medical data as two-dimensional projections and found the most suitable algorithms for implementation were based on the rendering of voxel rather than surface data.
Abstract: The display of three-dimensional medical data is becoming more common, but current display hardware and image rendering algorithms do not generally allow real-time interaction with the image by the user. Real-time interactions, such as image rotation, utilize the motion processing capabilities of the human visual system, allowing a better understanding of the structures being imaged. Recent advances in general purpose graphics display equipment could make real-time interaction feasible in a clinical setting. We have evaluated the capabilities of one type of advanced display architecture, the PIXAR1 Image Computer, for real-time interaction while displaying three-dimensional medical data as two-dimensional projections. It was discovered during this investigation that the most suitable algorithms for implementation were based on the rendering of voxel rather than surface data. Two voxel-based techniques, back-to-front and front-to-back rendering produced acceptable, but not real-time, performance. The quality of the images produced was not high, but allowed the determination of an image orientation which could then be used by a later, high-quality rendering technique. Two conclusions were reached: first, the current performance of display hardware may allow acceptable interactive performance and produce high-quality images if a scheme of adaptive refinement is used wherein succesively higher quality images are generated for the user. Second, the correct algorithm to use for fast rendering of volume data is highly dependent upon the architecture of the display processor, and in particular upon the ability of the processor to randomly access image data. If the processor is constrained to sequential or near-sequential access to the voxel data, the choice of algorithms and the utilization of parallel processing is severely limited.
TL;DR: In this paper, selected hardware and software are reviewed to assist an artist who wishes to get involved in this complex and expensive creative area.
TL;DR: The Computer Graphics Interface is a standard functional and syntactic specification for the exchange of device independent data and associated control information between systems with graphical functional capabilities.
Abstract: The Computer Graphics Interface is a standard functional and syntactic specification for the exchange of device independent data and associated control information between systems with graphical functional capabilities. These systems may be peer graphics systems or may be device dependent graphics device drivers.
TL;DR: The paper describes how the processor sees the 82786, describes the register model for the programmer and illustrates the data structures in memory which are used for communication between the CPU and the82786.
TL;DR: 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.
Abstract: 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.
TL;DR: In his paper on ‘The Art of Man-Machine Communication’, Foley (10) gives a definition of the word ‘graphics’ and adds to this definition and adjusts it to preserve the chronological order.
Abstract: In his paper on ‘The Art of Man-Machine Communication’, Foley (10) gives a definition of the word ‘graphics’. If we add to this definition and adjust it to preserve the chronological order, then we end up with the following:
The word ‘graphics’ derives from the ancient Greek word ‘grafikos’ which would translate to ‘clearly and vividly described’. In modern times ‘graphic’ has taken the meaning given by the phrase ‘pertaining to the drawing of marks, lines or characters on a surface’, from which the usage of the term ‘Computer Graphics’ is clearly derived. It is precisely because graphics (second definition) are graphic (first definition) that they are used as a medium of communication between Man and Machine. Interaction with computers has been slowed down by the need to reduce all communication to written statements which can be typed.
TL;DR: An algorithm to render shaded pictures is presented which takes advantage of the architecture of a vector computer for improved performance.
Abstract: An algorithm to render shaded pictures is presented which takes advantage of the architecture of a vector computer for improved performance This paper indicates the changes which need to be considered when designing and implementing a vectorized scanline rendering algorithm This paper includes general information on the Convex C-1, a SIMD computer, and specific details on an approach taken to vectorize a scanline algorithm
TL;DR: The aim is to make graphics display and interaction faster and to see the contrast between two opposing strategies for making hardware systems for graphics.
Abstract: In most sessions one could see the contrast between two opposing strategies for making hardware systems for graphics: errher using spacial purpose VLSI produced with modem design tools or else using general purpose hardware for “cheap” parallel systems. The aim is of murse to make graphics display and interaction faster. On the first day the discussion concentrated on systems and architectures. Two very interesting papers discussed ways of combining separate parallel frame12 buffers to prduce a single image. Image reconstruction featured in two papers).”. The first was a real-time 3D reconstruction system using only standard hardware components. An a a m t of practical experience with VLSI design tools was presented4.
TL;DR: Past and current uses of computer graphics for gaining insight from measured or modelled meterological data are reviewed.
Abstract: The need to visualize huge amounts of numerical data is exemplified in the field of meteorology, where measurements of many atmospheric parameters are routinely taken over large geographical areas for the purpose of monitoring and predicting weather. Computer graphics has provided and will continue to offer powerful tools to meet this visualization challenge, principally in three areas: first, efficient graphics algorithms for displaying the data; second, novel special-purpose graphics hardware; and third, interactive techniques for graphically manipulating the data at close to video rates. This paper reviews past and current uses of computer graphics for gaining insight from measured or modelled meterological data.
TL;DR: The computer graphics reference model presented in this paper meets many of these objectives and permits the comparison of graphics systems designs in a well defined framework.
Abstract: Computer graphics systems have traditionally been described in terms of a conceptual model of the so-called ‘graphics processing pipeline’. This model explains the relationship between graphics information defined by an application and the realisation of that information on a display in terms of a sequence of transformation stages. Although adequate for giving an outline of a single graphics system, the model lacks flexibility and detail when placed in the sphere of many different graphics systems designs, as in the ‘family of graphics systems’ under ISO standardisation at the current time. An alternative approach is needed which provides a sufficient level of detail and flexibility to describe both existing graphics systems and possible extensions to these, which at the same time permits the comparison of graphics systems designs in a well defined framework. The computer graphics reference model presented in this paper meets many of these objectives.