EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998
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Browsing EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998 by Subject "1.3.7 [Computer Graphics]"
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Item High-Quality Volume Rendering Using Texture Mapping Hardware(The Eurographics Association, 1998) Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie; S. N. SpencerWe present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically changing directional lights, viewing parameters, and transfer functions. This is achieved by hardware interpolating the data values and gradients before software classification and shading. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimizations and another which takes advantage of hardware blending acceleration.Item Neon: A Single-Chip 3D Workstation Graphics Accelerator(The Eurographics Association, 1998) McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken; S. N. SpencerHigh-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can increase performance by using more chips. Scalability has obvious costs: a minimal configuration needs several chips, and some configurations must replicate texture maps. A less obvious cost is the almost irresistible temptation to replicate chips to increase performance, rather than to design individual chips for higher performance in the first place. In contrast, Neon is a single chip that performs like a multichip design. Neon accelerates OpenGL [19] 3D rendering, as well as X11 [20] and Windows/NT 2D rendering. Since our pin budget limited peak memory bandwidth, we designed Neon from the memory system upward in order to reduce bandwidth requirements. Neon has no special-purpose memories; its eight independent 32-bit memory controllers can access color buffers, 1. depth buffers, stencil buffers, and texture data. To fit our gate budget, we shared logic among different operations with similar implementation requirements, and left floating point calculations to Digital s Alpha CPUs. Neon s performance is between HP s Visualize fx<sup>4</sup> and fx<sup>6</sup>, and is well above SGI s MXE for most operations. Neon-based boards cost much less than these competitors, due to a small part count and use of commodity SDRAMs.