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Topic: Geometry pipelines


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In the News (Fri 17 Feb 12)

  
  Pipeline (computer) - Wikipedia, the free encyclopedia
The elements of a pipeline are often executed in parallel or in time-sliced fashion; in that case, some amount of buffer storage is often inserted between elements.
Instruction pipelines, such as the classic RISC pipeline, which are used in processors to allow the parallel execution of two or more consecutive instructions from a nominally sequential stream; the processing elements are the logical circuits that implement the various stages of an instruction (address decoding and arithmetic, register fetching, cache lookup, etc.).
Software pipelines, consisting of multiple processes arranged so that the output stream of one process is automatically and promptly fed as the input stream of the next one.
en.wikipedia.org /wiki/Pipeline_(computer)   (553 words)

  
 Beyond3D Forum - Clarification over pipelines and stuff...   (Site not responding. Last check: 2007-11-03)
The 4 pixel pipelines on GF4 don’t really care about the ‘VS’ units themselves, all they care about is the triangle data that’s in the buffer.
The Pixel pipelines work on a per triangle basis; they render all the pixels on a triangle before requesting the next triangle to render — the pixel pipes have no concern over where those triangles came from.
If this pipeline is able to perform a certain set of operations as defined in the DX specs, it can be called "Pixel Shader pipeline".
www.beyond3d.com /forum/printthread.php?t=498   (1876 words)

  
 Xbox 360 & Xbox Forums - View Single Post - Is it true ps3 can do 100 bill. shader OPS/sec while 360 can do 48?
That means that all 24 pixel pipelines would pump out around 48 shader operations per cycle and so would XENOS if all pipelines was used for pixel shader programs.
Now I said that XENOS has 48 pipelines that could be used as either pixel or vertex data...
and you don't want to use all of your pipelines for pixel data as that would mean you wouldn't have any pipelines for geometry...
forum.teamxbox.com /showpost.php?p=6251827&postcount=87   (1205 words)

  
 e-Profiles: Summer 2001 - Tips and Tricks
For example, if all target products require pipelines that exclusively reference datum coordinate systems on one side and datum axes on the other, build the base pipeline relative to a coordinate system and an axis.
Here is a model tree of a well-planned reference pipeline, displaying the feature content and order that make pipeline UDFs flexible and robust.
Geometry captured by a pipeline UDF that includes solid pipe segments.
www.profilesmagazine.com /p16/tips_pipelines.html   (650 words)

  
 DriverHeaven.net - NVIDIA: No News on GeForce 6800 Vertex Pipelines   (Site not responding. Last check: 2007-11-03)
Graphics processor designer NVIDIA Corp. said Monday it was nothing new in the recently released facts about lower amount of geometry pipelines within the GeForce 6800 chips.
The company said that the GeForce 6800 were originally said to have 5 vertex pipeline instead of 6 on higher-end GeForce 6800 models.
When NVIDIA initially unveiled its GeForce 6800-series lineup it was believed that the GeForce 6800 Ultra and GeForce 6800 graphics processors featured equal number of geometry processors amid different amount of pixel processors and clock-speed.
www.driverheaven.net /printthread.php?t=54594   (214 words)

  
 The Solaris XGL Graphics Library - Introduction
The rendering pipelines turn a geometric data description of an object and its state attributes into pixel data that is displayed on a graphics hardware device or written into memory.
Functions in this layer implement the geometry pipeline for each drawing primitive; they take the points defining the primitive and transform, light (in the 3-D case), and clip the geometry in preparation for the rendering operations in the next layer.
The default pipeline is the software pipeline which XGL provides for devices that have only minimal acceleration capabilities.
www.sun.com /software/whitepapers/wp-xgl/1.html   (1185 words)

  
 Summary of 3D Tests of 101 Video Cards Manufactured in 1999-2004 (October, 2004)
Matrox Parhelia 128MB DDR 256bit, 220/275 (550) MHz (4 pixel pipelines with 4 texture units each (up to 16 textures at a pass), DirectX 8.1 support, Shaders 1.3, hardware processing of geometry and lighting is based on one vertex pipeline)
Hercules 3D Prophet 9000 PRO 128MB DDR 128bit, 275/275 (550) MHz (4 pixel pipelines with one texture unit each (up to 8 textures at a pass), DirectX 8.1 support, Shaders 1.4, hardware processing of geometry and lighting is based on one vertex pipeline)
Gigabyte RADEON 9200 128MB DDR 128bit, 250/400 MHz (4 pixel pipelines with one texture unit each (up to 8 textures at a pass), DirectX 8.1 support, Shaders 1.4, hardware processing of geometry and lighting is based on one vertex pipeline)
www.digit-life.com /articles2/over2k4/index_2002.html   (1121 words)

  
 Ace's Hardware   (Site not responding. Last check: 2007-11-03)
The P10 VPU combines over 200 SIMD processors throughout its geometry, texture and pixel processing pipeline stages to deliver over 170Gflops and one TeraOp of programmable graphics performance together with a full 256-bit DDR memory interface for up to 20GBytes/sec of memory bandwidth.
In terms of raw performance, the P10's 16 scalar FP units compare favorably to the GeForce 4's two vector-based vertex shader pipelines on paper, and it seems the P10's vertex processor is quite programmable as well.
Feeding those pipelines is a 256-bit DDR SDRAM memory interface capable of delivering up to 20 GB/s (19.2 GB/s, assuming 300 MHz DDR SDRAM).
www.aceshardware.com /read_news.jsp?id=55000491   (688 words)

  
 Summary of 3D Tests of 101 Video Cards Manufactured in 1999-2004 (October, 2004)
ASUS A9600SE 128MB DDR 64bit, 325/200 (400) MHz (4 pixel pipelines with one texture unit each (up to 16 textures at a pass), DirectX 9.0 support, Shaders 2.0, hardware processing of geometry and lighting is based on two vertex pipelines)
Hercules 3D Prophet 9600 256MB DDR 128bit, 325/200 (400) MHz (4 pixel pipelines with one texture unit each (up to 16 textures at a pass), DirectX 9.0 support, Shaders 2.0, hardware processing of geometry and lighting is based on two vertex pipelines)
Galaxy GeForce FX 5700LE 128MB 128bit, 300/200 (400) MHz (4 pixel pipelines with one texture unit each (up to 16 textures at a pass), DirectX 9.0 support, Shaders 2.0+, hardware processing of geometry and lighting is based on three vertex pipelines)
www.digit-life.com /articles2/over2k4/index_2003.html   (1414 words)

  
 CoolTechZone-Modification of the Radeon X800 Pro not possible   (Site not responding. Last check: 2007-11-03)
In order to meet the demand ATI Technologies added a capability to disable defective rendering pipelines without it affecting the operating process of the chip negatively.
At this point there are no confirmed reports of anyone being able to enable the disabled pipelines, reports Xbit Labs.
In the past two years ATI Technology unveiled two graphics processors that allowed re-enabling of 4 pixel pipelines and ending up with a much powerful VPU with 8 rendering pipelines.
www.cooltechzone.com /reviews/video_cards/atistory_004.php   (310 words)

  
 noobish question about 9600XT - TechIMO Forums
The 9700 Pro comes with a 256-bit memory bus and 8 rendering pipelines as opposed to the 128-bit and 4 pipes of the 9600XT.
The 9600 XT has a higher core only to try to make up for its bottlenecks, 4 Pixel Pipeline, 2 Geometry pipelines, lower fill rate, smaller memory bandwidth and 128 Bit memory BUS.
The 9700 has 8 Pixel pipeline, 4 geometry pipelines, faster fill rate, much more memory bandwidth and a 256 Bit memory.
www.techimo.com /forum/t92991.html   (376 words)

  
 NewsForge | Modification of the Radeon X800 Pro not possible
The New ATI RADEON X800 PRO and ATI RADEON X800 XT graphics cards are based on the same R420 chip, but with different number of pixel pipelines enabled.
The RADEON X800 PRO features 12 pixel pipelines with 6 geometry pipelines and is clocked at 475MHz.
The RADEON X800 XT features 16 pixel pipelines with 6 geometry pipelines and is clocked at 520MHz.
www.newsforge.com /newsvac/04/05/16/1556239.shtml   (201 words)

  
 Creative 3D Blaster Annihilator
Yes, you read that right, four independent pixel pipelines allowing more complex multitextural effects in a single clock cycles - twice that of any previous PC accelerator - providing phenomenal fill rates with full speed 8-tap anisotropic filtering.
The GeForce256 is the first chip to integrate Transform and Lighting geometry engines into the graphics chip alongside the triangle setup and rendering engines, making it a true Graphics Processing Unit.
By processing the entire 3D pipeline on-board, 3D Blaster Annihilator boosts performance regardless of your CPU.
www.advantage.co.nz /products/vdc0404.htm   (1107 words)

  
 Ace's Hardware - General Message Board   (Site not responding. Last check: 2007-11-03)
The CPU does all the geometry, and when sending triangle endpoint screen coordinates to the GFX card, just send it in parallel to two (or four, if you're the semi-mythical Voodoo 5-6000) instead.
That means that the screen coordinates of those triangles isn't known until after the GPU's geometry pipeline has done it's work, and that means the CPU doesn't necessarily know which GPU will be drawing which objects.
But, if you want to scale the geometry workload up too, you have to figure out how to get one GPU to calculate things the other GPU doesn't.
www.aceshardware.com /forums/read_post.jsp?id=115119919&forumid=1   (450 words)

  
 Industrial news headlines for ATI Technologies, Inc.
With dual DVI outputs, FireGL V5100™ has 128 Mb memory and VPU with 12 pixel pipelines and 6 vertex processors.
It has 8 parallel rendering pipelines, giving creators ability to preview finished scenes in real time.
Its 128-bit pipeline architecture makes it possible to compile higher level shaders from digital content creation software.
news.thomasnet.com /company_detail.html?cid=10000268   (909 words)

  
 ATI brings Radeon 9800, 9600 to FireGL line   (Site not responding. Last check: 2007-11-03)
The former is based on the Radeon 9800 Pro core - branded the FGL9800 in this case - and comes equipped with 256MB of DDR video memory and twin DVI-I interfaces.
The card's graphics chip provides eight parallel rendering pipelines and four parallel geometry engines, along with ATI's latest programmable vertex and pixel shader technologies.
its got four parallel rendering pipelines and two parallel geometry pipelines.
www.edlangroup.com /print.php?sid=139   (189 words)

  
 X-bit labs - Hardware news - NVIDIA: No News on GeForce 6800 Vertex Pipelines.
The results of our annual 2005 Readers’ Choice poll have been summarized and the winners have been finally identified.
During the weekend an author of popular tweaking utility for graphics cards, Riva Tuner, released information about “lower than expected number of vertex processors inside the GeForce 6800”.
The GeForce 6800 Ultra packs in 16 pixel pipelines and 6 vertex pipelines, the GeForce 6800 GT reportedly integrates the same amount of pixel and vertex processors.
www.xbitlabs.com /news/video/display/20040830032007.html   (474 words)

  
 Sapphire Technology   (Site not responding. Last check: 2007-11-03)
AGP 8X allows large volumes of texture and vertex data to be transferred from system memory to the RADEON 9200 SERIES VPU at the astounding rate of 2.0 Gbytes/sec.
Rendering pipelines give the R9200 SE superior fill rate compared to competitors in its class.
Includes acceleration of fixed function transform and lighting operations, and programmable vertex shaders.
www.achieva.com.au /sapphire_ati/new_9200vs.htm   (138 words)

  
 ATI RADEON 9600 PRO - Video Card Reviews
With a powerful base of four rendering pipelines, two geometry engines, and support for the AGP 8X standard, RADEON™ 9600 series delivers unprecedented power to the mainstream segment.
Maximize your long-term entertainment value with its Quad-pipe architecture and high precision cinematic shaders that will upgrade expectations for devoted gamers and casual fans alike - and push the most compelling next-generation games to their limit.
Unprecedented mainstream power with a powerful base of four rendering pipelines, two geometry engines, and support for the AGP 8X standard
www.agp-video-cards.com /reviews/ati_video_cards/ati_radeon_9600_pro   (454 words)

  
 DriverHeaven.net - Sapphire Adds “Lower Cost” RADEON X800 XT into Lineup   (Site not responding. Last check: 2007-11-03)
In early May, 2004, Markham, Ontario-based chip designer ATI Technologies unveiled two graphics card designs to support high-end market: RADEON X800 XT Platinum Edition and RADEON X800 PRO.
Both types of graphics cards are based on the same R420 chip, but with different number of pixel pipelines enabled.
The RADEON X800 XT Platinum Edition graphics processor packs in 16 pixel pipelines with 6 geometry pipelines and is clocked at 520MHz.
www.driverheaven.net /printthread.php?t=55692   (235 words)

  
 Mobility FireGL V5000   (Site not responding. Last check: 2007-11-03)
For the first time, notebook users have the same geometry processing hardware that drives high-end desktops.
This native PCI Express design features eight-pixel pipelines, six geometry engines, and 128MB of GDDR3 memory.
The Mobility™ FireGL™ V5000 features six geometry engines and eight pixel pipelines for incredible performance and image quality utilizing innovative programmable pixel shader technology.
www.ati.com /products/mobilityfireglv5000/index.html   (298 words)

  
 Clarification over pipelines and stuff... - Beyond3D Forum   (Site not responding. Last check: 2007-11-03)
While pixel pipes fill a primitive, VSs just crunch vertices, without any knowledge shared between them.
Questions regarding Pipelines, TMU's and Textures Per Pass
Contact Us - Beyond3d - Archive - Top
www.beyond3d.com /forum/showthread.php?p=5806   (1970 words)

  
 Xxera Technologies and Systems
ATI / FireGL V5100 - 128MB, 256-bit, 22.4GB/sec, 6 Geometry Engines, 12 Pixel Pipelines, DVI-I + DVI-I, Stereo 3D.
ATI / FireGL V3200 - 128MB, 128-bit, 12.8GB/sec, 2 Geometry Engines, 4 Pixel Pipelines, DVI-I + DVI-I, Stereo 3D.
ATI / FireGL V3100 - 128MB, 128-bit, 6.4GB/sec, 2 Geometry Engines, 4 Pixel Pipelines, DVI-I + VGA.
www.xxera.com /hard/video.html   (568 words)

  
 VR-Zone : Technology Beats - NVIDIA GeForce 7800 GTX Review
• Full 128-bit studio-quality floating point precision through the entire rendering pipeline with native hardware support for 32bpp, 64bpp, and 128bpp rendering modes
• Full floating point support throughout entire pipeline
Page: 8 - Synthetic : Fill Rate, Pixel & Geometry Tests...
www.vr-zone.com /?i=2367&s=3   (808 words)

  
 www.electronicwarehouse.co.za
Cooling: Up to 1 80mm Fan - 1 side panel fan (optional) Motherboards up to MicroATX
agp 8x,core/memory: 475/900 mhz,256mb 256bit ddr+ dvi,tvout; 12 rendering pipelines; vertex shader engines (geometry pipelines) 6 ; 3D Graphics
Anodized Aluminium super midi tower, swivelling front control panel (Lcd with temp.
www.electronicwarehouse.co.za   (155 words)

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