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InfiniteReality

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Integrate well with different host platforms (Onyx and Onyx2) Alexander Stevenson ... Dynamic Video Resizing. What do we do for fill ... Video Configurability ... – PowerPoint PPT presentation

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Title: InfiniteReality


1
InfiniteReality
  • A Real-Time Graphics System

By Montrym, Baum, Dignam and Migdal
Presented by Alexander Stevenson
2
Introduction
  • System Goals (applications)
  • Features
  • History

3
Introduction System Goals
  • Render LOTS of lighted, smooth shaded, depth
    buffered, texture mapped, antialiased triangles.
  • Allow complex visual simulations, with constant
    update rates of 60Hz .
  • Integrate well with different host platforms
    (Onyx and Onyx2)

4
Introduction Features
  • First high-end SGI system to natively support
    OpenGL.
  • Support for virtual texture memory (through
    clip-mapping and DMA texture loading/paging)
  • Scene load management
  • Configurable Video Output

5
Introduction History
  • InfiniteReality was introduced in 1997
  • This was the same time as Pentium IIs, the G3,
    and
  • The 3Dfx Voodoo 1?!?!?!
  • "Pure3D's 4MB of texture memory and TV-out
    capabilities add a new twist to our technology
    that PC gamers are sure to enjoy. 3Dfx, August
    25, 1997

6
Architecture
  • Three parts
  • Geometry
  • Host interface, 4 Geometry Processors
  • Raster Memory
  • Fragment generator, 80 image engines
  • Display Generator
  • Drive up to 8 output channels, each with own
    video timing, gamma correction

7
Architecture
8
Features
  • Virtual Textures
  • Clip-maps
  • Loading and Paging
  • Scene Load Management
  • Video Configurability

9
Virtual Textures
  • Virtual Textures are textures too large to fit
    in physical texture memory
  • Instead they are stored in system RAM, and
    accessed using DMA
  • Previous methods required breaking up large
    textures into small pieces
  • 1 piece per fragment
  • Clip-maps are used to get around this

10
Virtual Textures Clip-Maps
  • If screen resolution is 1024x768, we cant see
    more than 1024x768 pixels of texture at one time
  • We can use this to our advantage

11
Virtual Textures Clip-Maps
  • Weve all seen mip-maps
  • A clip-map is like a subset of a mip-map,
    centered on where the user is looking in a
    texture
  • (Keep in mind that we cant see more than 1
    framebuffer worth of any texture at a time)

12
Virtual Textures Clip-Maps
  • Because the clip-map contains only a portion of
    the texture, it needs to be updated as the
    viewers position changes
  • InfiniteReality does this intelligently so that
    we dont need to replace all the data each time
    we recalculate the clip-map
  • This method allows scenes to be drawn as though
    the entire mip-map was resident in texture memory

13
Virtual Textures Clip-Maps
14
Virtual Textures Clip-Maps
  • Clip-maps require much less memory than mip-maps
    to store
  • Also, InfiniteReality is clever enough to use the
    best detail level available, if for some reason
    the clip-map of the desired area isnt available
    in the desired quality.

15
Virtual Textures Loading and Paging
  • Loading and paging is minimized by native support
    for OpenGL texture formats.
  • Geometry system does pixel unpacking and format
    conversion
  • DMA hardware handles stride and address
    arithmetic

16
Features
  • Virtual Textures
  • Scene Load Management
  • Pipeline Performance Statistics
  • Dynamic Video Resizing
  • Video Configurability

17
Pipeline Performance Statistics
  • We want to keep frame rates high.
  • System provides a mechanism for detecting
    Geometry-Raster stalls, as well as stalls in
    upstream Geometry path.
  • This allows us to detect fill-limited or
    geometry-limited scenes, respectively.
  • The application can then reduce the complexity of
    a scene as necessary, to avoid geometry
    bottlenecks.

18
Dynamic Video Resizing
  • What do we do for fill-limited scenes?
  • Each frame, fill requirements are analysed.
  • If necessary, frames can be drawn at a lower
    resolution, and then digitally scaled up by the
    video hardware.
  • In practice, we can often reduce the resolution
    up to 25 in each dimension, without
    substantially degrading the image quality.

19
Features
  • Virtual Textures
  • Scene Load Management
  • Video Configurability

20
Video Configurability
  • Anyone who has done stereo or multiple monitors
    on the Onyx has used ircombine
  • This allows a user to dynamically select
    different formats, sections of framebuffer, pixel
    depth, pixel size, and other attributes for each
    video output.
  • To see this in action, check out FSC 23??

21
Performance
  • Infinite Reality was really good at the time.
  • IR 11.3 million triangles per second
  • Voodoo 3 million triangles per second
  • Now, NVIDIA GeForce 2 Ultra does
  • 31 million triangles per second

22
Performance
  • Dont let the numbers fool you InfiniteReality
    wasnt built to draw unlit, untextured triangles.
  • Designers put a lot of effort into optimizing for
    OpenGL mode switches, and support for large
    textures, and InfiniteReality may well win out in
    cases that use these.

23
Conclusion
  • In the room with 1 Onyx, and 4 Linux based
    GeForce 2 machines, few even know the Onyx is
    there. Nobody is asking to use it.
  • With graphics accelerators improving so rapidly,
    expensive SGI workstations provide less
    bang-for-the-buck.
  • For VR (which needs stereo), or CAVEs (which need
    multiple displays), InfiniteReality is still king.

24
The End
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