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3D Graphics Hardware: Topics

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Weather modelling and simulation. and many more... Nic Shulver, N.A. ... Movies: very high resolution but only 24fps. PAL TV: low ... transparency channel ... – PowerPoint PPT presentation

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Title: 3D Graphics Hardware: Topics


1
3D Graphics Hardware Topics
  • Rationale
  • Processing model
  • Memory handling
  • Resolution X, Y, colour depth
  • Buffering
  • Textures, compression, filtering
  • Antialiasing
  • Hardware Transform and Lighting (TL)

2
The Need for Speed
  • Houses are never big enough, disc drives are
    always full, desks always run out of room we
    humans will expand into any available space
  • As computer systems get faster, we use them in a
    more demanding way, we expect more next time
  • There are a number of hard problems that we need
    much more power to solve

3
Processor-intensive problems
  • Continuous-speech recognition
  • Natural handwriting recognition
  • General artificial intelligence
  • Real-time video encoding and decoding
  • High-fidelity virtual environment simulation
  • Protein-folding modelling and simulation
  • Weather modelling and simulation
  • and many more

4
The High Cost of Realism
  • We take our 3D environment for granted
  • Simulating a 3D environment on a 2D screen seems
    simple but turns out to be rather hard to do
  • The human eye is an exquisitely sensitive
    instrument with many non-obvious properties

5
The High Cost of Realism
  • We need more than 20 video frames per second to
    fool the eye into seeing motion
  • Movies very high resolution but only 24fps
  • PAL TV low resolution and 25fps
  • NTSC TV even lower resolution but 30fps

6
The High Cost of Realism
  • We need at least 16-bit colour and 800 by 600
    pixels, with antialiasing, for a basic scene
  • 2 bytes per pixel (3 or 4 is better)
  • 800600 pixels of output data (1600 by 1200 is
    nice)
  • more than 20 times a second (50 is better)
  • This leads to a bare minimum of over 18 Megabytes
    of processed output data per second
  • Over 360MB/sec for the preferred resolution

7
The High Cost of Realism
  • If we have a top-end 40-inch TV with 3840 by 2400
    resolution
  • 4 bytes per pixel
  • 38402400 pixels of output data
  • 60 times a second
  • This leads to a bare minimum of over two
    Gigabytes of processed output data per second,
  • and over 35MB per frame

8
The High Cost of Realism
  • How much extra data gets processed behind the
    scenes?
  • What about the perspective and distortion
    calculations?
  • How do texturing, lighting, smoothing and
    reflections get processed?
  • 3D is a tough problem solutions combine
    specialised hardware, special bus architectures,
    fast memory and heavily optimised software

9
Simplified Processing Model
  • The graphics card needs copies of all the texture
    bitmaps that are going to be used for the frame
  • All of the objects to be drawn must be sent to
    the graphics card in some format
  • Each item to be drawn has a position in space,
    surface properties (e.g. multiple textures to
    apply) and an orientation

10
Simplified Processing Model
  • Items are either invisible, visible or partly
    visible (viewport-clipped or obscured by other
    objects)
  • If visible, the object is rendered to the screen
  • Different video cards implement this simplified
    model in various ways, but many parts are common
    to all video cards

11
Memory handling
  • Unified memory architecture (UMA) helps make
    GPUs more flexible and can help reduce costs by
    using memory efficiently
  • Early 3D cards (e.g. 3Dfx Voodoo one) had texture
    memory and video buffer memory as separate units,
    physically different RAM chips
  • With UMA, higher resolutions can be traded off
    against less texture capability

12
Resolution x, y, bit-depth
  • The frame buffer is what a video board uses to
    store the images it renders
  • The amount of frame buffer memory a video board
    has directly impacts which resolutions it can
    support
  • The more memory you've got, the higher
    resolutions the board will support, and at higher
    bit depths.

13
Resolution x, y, bit-depth
  • Most cards support 16-bit colour (usually 565
    format) and 24-bit colour (RGB 888)
  • 32-bit colour is 24-bit colour plus 8-bit
    transparency/blending (RGBT)
  • Video (frame buffer) memory requirements may be
    calculated by considering WidthHeightcolour
    depth
  • Pixel Width Pixel Height gives total number if
    pixels in the frame

14
Resolution x, y, bit-depth
  • Colour depth tells us how many bytes of storage
    are required per pixel
  • 1 byte for 256 colours (usually simple 2D
    graphics modes)
  • 2 for 64K colours bad for subtle gradients
    (e.g. the sky)
  • 3 for 16M colours so-called true colour
  • 4 for 16M colours plus transparency channel
  • Thus 12801024, true colour uses 3.75MB of video
    memory for each display buffer
  • For animation we need two frame buffers (? 7.5MB)

15
Buffering
  • Most 3D graphics systems use two or three frame
    buffers, drawing to one whilst displaying another
  • Textures are buffered (cached) in video memory
  • Object meshes (triangle data) must be stored
    temporarily when objects are on screen
  • 3D game objects are built from lots of triangles
  • In a H/W TL (Texturing and Lighting) card, there
    must be a large object buffer too

16
Buffering and memory trends
  • 1997 4MB of video ram was standard
  • 1998 8MB
  • 1999 16MB 32MB
  • 2000 32MB 64MB (high speed memory)
  • 2002 64MB 128MB (very high speed memory)
  • 2004 128MB 256MB
  • 2006 128MB 512MB (ridiculously fast GRAM)
  • 2007 128MB 1GB
  • 2015 8GB 16GB predicted

17
Monitor and Display trends
  • Mid 1980s 640 by 480, 16 colours
  • Early 90s 640 by 480, 256 colours
  • Late 90s 800 by 600, 256 colours
  • 2000 1024 by 768, 256 colours
  • 2003 1024 by 768, 64K colours
  • 2005 1280 by 1024, 16M colours
  • 2006 - 2007 gt30 TV, 3840 by 2400, 16M
  • 2015 7680 by 4320 planned

18
Conclusion
  • Graphics cards do a very hard job
  • Graphics resolution is climbing fast
  • Buffer size is also increasing very quickly
  • The job isnt getting any easier
  • Capabilities double every two years or less
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