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Topic: Graphics pipeline


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In the News (Mon 7 Dec 09)

  
  Efficient graphics pipeline with a pixel cache and data pre-fetching - Patent 6801203
The graphics sub-system comprises a rasterizer for traversing graphics primitives of the graphics data to generate pixel coordinates for pixels corresponding to the graphics primitives; a graphics pipeline for processing the graphics data of the pixels; and a pixel cache for caching the pixel data.
pre-fetching graphics data associated with a second aspect of the graphic from a memory to a second cache that is associated with a second graphics pipeline that processes data associated with the second aspect of the graphic, the second aspect of the graphic being different from the first aspect of the graphic; and
pre-fetching graphics data associated with a third aspect of the graphic from a memory to a third cache that is associated with a third graphics pipeline that processes data associated with the third aspect of the graphic, the third aspect of the graphic being different from the first and second aspects of the graphic.
www.freepatentsonline.com /6801203.html   (7315 words)

  
 Java2D Rendering pipeline
When the graphics object has complex properties such as arbitrary affine transforms, transparency, rendering hints, etc., it is often not possible to support these properties directly in the native graphics library.
The properties of a graphics object determines the best rendering strategy, and that graphics objects are not immutable, (meaning, the properties may change during the lifetime of the graphics object).
This is the basic strategy for the rendering pipeline: Whenever a graphics property change occurs, that causes the current pipeline to be insufficient, amend or replace parts of the pipeline so that the pipeline will once again be able to translate requests to the set of primitives supported by the native graphics library.
www.ii.uib.no /~rolfwr/jcnix/pipeline.html   (1374 words)

  
 Hardware Acceleration
The graphics devices must be shared in an effective manner and the influence of graphic operations within one window on others should be minimal.
The pipeline bypass is a separate path for window primitives (buttons, window frame, etc.) not requiring the pipeline to allow the window system direct access to the framebuffer.
This allows a graphics application to treat the window as a full screen virtual device, so it does not need to be window smart, which would reduce overall system performance by adding window offsets and clipping to window boundaries.
web.cs.wpi.edu /~matt/courses/cs563/talks/hwaccwin.html   (1733 words)

  
 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.).
Graphics pipelines, found in most graphics cards, which consist of multiple arithmetic units, or complete CPUs, that implement the various stages of common rendering operations (perspective projection, window clipping, color and light calculation, rendering, etc.).
en.wikipedia.org /wiki/Pipeline_(computer)   (567 words)

  
 Graphics Performance Improvements
The pipeline that Java 2D uses to fill a shape with a complex paint is different from the one it uses to fill the same shape with a simple Color.
The reason for this invalidation is that the rendering primitive objects often contained both the rendering logic and the attribute data that the rendering instructions needed to modify the destination.
The implementation now only invalidates the pipeline when an attribute is changed to a different type of value, rather than when an attribute is changed to a different value of the same type.
java.sun.com /products/java-media/2D/perf_graphics.html   (4544 words)

  
 Chet Haase's Blog: Graphics Acceleration Geeks: Rejoice!
Note: This rendering pipeline is disabled by default for now; there are various issues we are working through to make this renderer as good in quality as the default renderer.
In both the OpenGL and Direct3D pipelines, we accelerate text by caching individual characters (glyphs) as tiles in a texture.
In addition, the pipeline may not get enabled (even when you force it on) in 16-bit color depth; some graphics chips (such as the GeForce MX products from nVidia) have hardware limitations that force us to back off of acceleration in that depth.
weblogs.java.net /blog/chet/archive/2005/05/graphics_accele.html   (2195 words)

  
 Gamasutra - Features - "Benefits of A Micro-programmable Graphics Architecture" [02.14.01]
This feature examines the benefits of a micro-programmable graphics architecture and considers the graphics pipeline and where hardware and software techniques can be applied.
Hardware implementations begun with the rasterization of pixels on the display and have gradually been rising up the pipeline with the latest hardware able to take geometrical descriptions in terms of vertices, normals and polygons and perform all the transformations, lighting, texturing and rasterization in hardware.
However, a little lower down the pipeline, the data starts to become more manageable by hardware and the graphics operations start to become more constrained and consequently easier to implement in hardware or micro-program.
www.gamasutra.com /features/20010214/mallinson_01.htm   (1296 words)

  
 Custom VLSI in the 3D graphics pipeline Hewlett-Packard Journal - Find Articles   (Site not responding. Last check: 2007-09-17)
This article describes how the 3D graphics pipeline of the SRX was analyzed, and how custom VLSI was used in the next-generation product, the TurboSRX, to improve the overall graphics performance.
First in the pipeline is the system CPU, which reads the display list and sends commands to the graphics subsystem.
Next in the graphics pipeline is the transform engine block, which resides in the graphics subsystem and cosists of one or more microcodable processors (called transform engines).
www.findarticles.com /p/articles/mi_m0HPJ/is_n6_v40/ai_7974918   (867 words)

  
 GameDev.net - Graphics API Independence IV: TGA, BMP & RenderStates!
During each phase of the graphics pipeline, the calculations on the resultant pixel displayed to our device can be modified by the current state of the pipeline itself.
The Z-Buffer (or Depth Buffer) is useful during the HSR (Hidden Surface Removal) phase of the graphics pipeline.
Although we'll cover more about the pipeline later in great detail, for now we just need to know that at the last stage of the pipeline before the pixel is rendered to our display, the pipeline performs its HSR algorithm to determine if our pixel is visible or not.
www.gamedev.net /reference/articles/article2038.asp   (1817 words)

  
 FLASH Graphics System and Architecture   (Site not responding. Last check: 2007-09-17)
Traditionally graphics systems have been built in a pipelined fashion as was done in the original flight simulators created under DARPA funding.
Since this is by far and away the greatest source of parallelism in graphics systems, we believe this is the key to building a software graphics system on a parallel computer, and, further, we believe it will be the most common architecture underlying high performance graphics systems of the future.
The basic unit of scalability is a single graphics pipeline, and up to 64 such units may be combined.
graphics.stanford.edu /projects/flashg   (1141 words)

  
 Graphics Accelerators
One of the bottlenecks of the earlier graphics accelerators was that the queue would often be too small (typically 16 entries, as is the case of the original ATI Mach 64) to give the host and the graphics accelerator sufficient opportunity for parallelism.
This is the pipeline where triangles are mapped to textures in projective space one at a time rasterized into pixels whose z-values are compared and written to a screen sized Z-buffer, and final color values are composed out of a simple equations involving a fixed number of sources and written to a single resultant destination.
Assuming a pipeline similar to the AMD K6 (which is capable of 2 cycle floating point operations) we see that they must be counting pipeline stages in their overall figures.
www.azillionmonkeys.com /qed/accelerator.html   (10428 words)

  
 Graphics pipeline - Wikipedia, the free encyclopedia
In this stage of the graphics pipeline, geometry is transformed from the eye-space of the rendering camera into 2D image-space, mapping the 3D scene onto a plane as seen from the virtual camera.
At this stage of the pipeline individual fragments (or pre-pixels) are assigned a color based on values interpolated from the vertices during rasterization or from a texture in memory.
The graphics pipeline is well suited to the rendering process because it allows the GPU to function as a stream processor since all vertices and fragments can be thought of as independent.
en.wikipedia.org /wiki/Graphics_pipeline   (625 words)

  
 A 3-D Graphics Pipeline   (Site not responding. Last check: 2007-09-17)
However, the notion of "the graphics pipeline" is somewhat of a misnomer.
The basic idea is that the processing of information in 3-dimensional computer graphics occurs in a series of steps, where each step generates results for the successive one.
The first step in the rendering pipeline is to transform an object from it's own object-space to a common coordinate space, called world space, in which all objects, light sources, and the viewer coexist.
www.cs.unc.edu /~mcmillan/comp136/Lecture14/pipeline.html   (444 words)

  
 Pieter Germishuys : The Direct3D Pipeline explained.
The pipeline is the flow your data takes from when it's declared until it gets rendered to your display.
This is the stage in the pipeline that you get to choose the level of detail you want your texture to be rendered with.
Anyone really interested in Direct3D or even graphics development in general should really make an effort to understand how your data is moved through the pipeline.
dotnet.org.za /pieterg/articles/20960.aspx   (462 words)

  
 Introduction to Computer Graphics
Though it may look trivial, it is a major breakthrough in the graphical field which proved to the world that computers could be used interactively to produce graphic output on a CRT display.
Fortunately, graphics is constructed from three basic elements, as opposed to the great variety of graphics applications.
Maps data to device coordinates: All the geometric and non-geometric details in the datastructure are converted to one of the graphics output primitives and passed to the graphics system i.e.
www.cs.fit.edu /~wds/classes/cse5255/thesis/intro/intro.html   (1476 words)

  
 Graphics Hardware Workshop   (Site not responding. Last check: 2007-09-17)
The graphics pipeline has been extended and enhanced in several new ways: A programmable “Geometry Shader” stage that receives whole primitives and can output zero or more primitives, the ability to stream out vertices/geometry to buffers, and a common shader instruction set that includes integer and bitwise operations.
Many of the driver model, API and pipeline changes were motivated by experiences and inefficiencies observed when creating Direct3D 9 applications.
Prior to that he was a member of the graphics group in Microsoft Research, a staff member at the Scientific Computing and Imaging group at the University of Utah and worked at both Evans and Sutherland and Parametric Technologies.
www.graphicshardware.org /keynote.html   (560 words)

  
 Gamasutra Printer Friendly Article
In terms of the graphics pipeline, the DMAC is able to automatically feed the VU1 with data from main system DRAM with no CPU intervention allowing the VU1 to get maximum parallel operation.
Because of the pipelined nature of the vector units, calculating the matrices on the fly does not exact a massive penalty on performance.
Due to the pipeline of the VU1, it is possible to completely hide the extra rendering operations for this demonstration which means that there is no performance impact for this effect vs. standard rendering.
www.gamasutra.com /features/20010214/mallinson_pfv.htm   (3344 words)

  
 CSWL : Design Data visualization : Product Design Services - Visualization Product Development
Whether we are making graphics for visual impact or for aircraft design, the input comes to the computer from the front end of the graphics pipeline.
The pipeline processes and transforms the information, which allows it to be stored as pixel values in a data file.
In the graphics world these have to be simulated because there is no distance between the screen and the user and lighting is not a factor too.
www.cswl.com /whitepapers/data-visualization.html   (4307 words)

  
 Chapter 21. Performance Tuning and Debugging   (Site not responding. Last check: 2007-09-17)
You can think of the graphics pipeline as comprising three separate stages; the pipeline runs only as fast as the slowest stage; so, improving the performance of the pipeline requires improving the slowest stage's performance.
Tuning the graphics pipeline requires identifying and removing bottlenecks in the pipeline.
It is fairly expensive to simultaneously render to multiple graphics windows on a single hardware graphics pipeline and is not advisable for a real-time application.
www.cs.rochester.edu /u/wyi/sgi/ch21.html   (10252 words)

  
 Faster 3D Game Graphics by Not Drawing What Is Not Seen
To offset these demands and dramatically reduce the load on the graphics subsystem, we present a system that quickly and efficiently finds a large portion of the game world that is not visible to the viewer for each frame of animation, and simply prevents it from being sent to the graphics system.
This is a very expensive pipeline that often requires implementation in assembly language or hardware in order to achieve the desired performance level.
This explains why we call this a conservative visibility algorithm: polygons that are sent to the graphics subsystem may still be invisible to the viewer since they could be behind other polygons (for example, another room or the rest of a building behind a wall).
www.acm.org /crossroads/xrds3-4/faster3d.html   (2431 words)

  
 GLE Graphics Pipeline   (Site not responding. Last check: 2007-09-17)
This section is a weak attempt to document the workings of the internals of the GLE library.
The GLE pipeline is implemented in four stages: converting the high-level shapes into a series of extrusions, breaking down each extrusion into individual straight segments, converting each segment into triangle strips, and applying a texture to the triangle strips.
Thus, this is the last stage of the pipeline.
linas.org /gle/pipeline.html   (607 words)

  
 Intel® Graphics Media Accelerator (GMA) 900 - Technical Information
While the graphics subsystem for a discrete graphics device is mostly contained on a PCI, AGP, or PCI Express* Graphics card, the graphics subsystem in an integrated graphics solution, such as Intel GMA 900 graphics, uses the CPU, the GMCH, system memory, and different display interfaces.
The 3D graphics pipeline is broken up into four major stages: geometry processing, setup (vertex processing), texture application and rasterization.
Intel GMA 900 graphics is optimized by using current and future Intel® processor family for advance software based transform and lighting (geometry processing) as defined by Microsoft Direct X*.
www.intel.com /design/graphics/gma900   (686 words)

  
 3D Pipeline - 3D Pipeline Tutorial   (Site not responding. Last check: 2007-09-17)
In fact, in some sense, the 3D graphics we enjoy on our PCs today is a sort of "Peace Dividend," since many professionals now working in the 3D chip, film and game development industries cut their teeth designing military simulators.
But for most of us, 3D graphics has made its biggest impact in the entertainment industries, both in film and in games, and its here that most of us became acquainted with the technology and jargon surrounding 3D graphics.
The field of 3D graphics is expansive and complex.
www.extremetech.com /article2/0,1558,464440,00.asp   (634 words)

  
 Dr. Dobb's | Optimizing the Performance of VRML Worlds | July 22, 2001
The 3-D graphics library uses the internal representation of the VRML world to draw it as quickly as possible each time the user moves.
When tuning a pipeline design, the hardware/pipeline designer must consider a benchmark world to determine the average computation costs in the different stages and decide where to allocate more hardware logic, or where to focus efforts on software optimization.
No matter how well designed a graphics pipeline is, there are always situations where a world can cause pipeline stages to block or starve, thereby reducing drawing speed.
www.ddj.com /184409914?pgno=13   (3769 words)

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