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RealityEngine Graphics

This article provides an introduction to the RealityEngine graphics system developed by Kurt Akeley at Silicon Graphics, highlighting its features, architecture, and design alternatives. It also discusses the performance and functionality of the system, showcasing its ability to handle advanced graphics tasks.

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RealityEngine Graphics

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  1. RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems

  2. Overview • Introduction • System Architecture • Features • Conclusions / Results

  3. Introduction • SGI created. • High end graphics work station • Hardware Solution

  4. Introduction • First Generation System • Made in the early 80s • Useful hardware was just becoming available • Floating Point hardware • No Frame-buffer Memory • No ASICs • Lack of Functionality other than transformation.

  5. Introduction • First Generation System • Target • Transformation • Flat-Shaded Primitives • Results • Very simple scenes

  6. Introduction • Second Generation Systems • Made in the late 80s • Useful hardware was available and affordable • Frame buffers • ASICs • Greater Functionality

  7. Introduction • Second Generation System • Target • Interpolate Color and Depth • Good Performance • Solid or Wire frame images • Results • More complex scenes

  8. Introduction • RealityEngine (Third Generation) • Made in the 90s • Hardware is cheap • More functionality

  9. Introduction • RealityEngine • Target • ½ Million triangles • Filtered Textures • Antialiasing • 30Hz rendering for full screen • 800000 triangles per second

  10. Architecture • Overview System Bus Geometry Board Triangle Bus Raster Memory Boards Display Gen Board

  11. Architecture • Geometry Board • Input FIFO • Command Processor • Geometry Engines Command Processor GE GE GE GE

  12. Architecture • Command Processor • Two kinds of Commands • Frequent • Infrequent • Breaks down commands • Broadcasts commands to Geometry Engines

  13. Architecture • Geometry Engine • Transforms, Lights, Clips polygons • Decomposes all polygons to triangles. • Setups a plane equation in X,Y screen directions

  14. Architecture • Triangle Bus • Used to broadcast output from Geometry Engines • Huge in size to prevent bottlenecking.

  15. Architecture • Raster Memory Boards • 5 Fragment Generators • 80 Image Engines • Huge Framebuffer FG FG FG FG FG

  16. Architecture • Fragment Generator • Fragments • Coverage Mask • Texture Controls • Color • Fog

  17. Architecture • Fragment Generator • Fragment Generation • Uses Modified Pineda algorithm • Coverage Mask Generation • Generates 8x8 Masks

  18. Architecture • Fragment Generator • Texture Control • Based around the most center pixel in mask. • LOD Fraction and the center pixels location determine texel location.

  19. Architecture • Fragment Generator • Blends texture color with fragment color • Blends Fog

  20. Architecture • Image Engine • Each engine is responsible for X pixels. • Reconstructs subpixel sample depth using XY slopes. • Update the framebuffer.

  21. Architecture • Display Gen Board • Each Image Generator pass on color • Board dithers 12 bits to 10 bits. • Gamma Corrects

  22. Features • Antialiasing • Alpha • Determine alpha scale factor for blending. • Poor results with polygons • Multisample • Two Mask Generation Modes • Point Sampled • Area Sampled

  23. Features • Texture Mapping • 2D Textures • Mipmapped • 3D Textures • LOD texture mapping • Filtering • Magnification

  24. Features • Stereo in a Window • Fast Clipping • Expand the frustum • Scissor

  25. Conclusions / Results • Design Alternatives • Single-Pass Antialiasing • Improve resolution through hardware • Multisample Antialiasing • Brute Force vs. Finese • Immediate Resolution of Multisample Color • Use fragment color most of the time.

  26. Conclusions / Results • Design Alternatives • Triangle Bus • 12-bit Color vs 8-bit • Visual banding elimination • Degraded resolution

  27. Conclusions / Results • Results • Created a System that could • 20-60 Hz display system • Handle advanced functionality

  28. RealityEngine Current Pipeline Conclusion Application Vertex Program Rasterization Fragment Program Display

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