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202 lines
8.6 KiB
Plaintext
202 lines
8.6 KiB
Plaintext
REAL3D R3D/100
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REAL3D Support Desk
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Commercial Visual Systems
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Lockheed Martin Information Systems Co.
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MP-838
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12506 Lake Underhill Rd.
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Orlando, FL 32825
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Phone: 1-800-393-7730 or 407-826-3358
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Fax: 407-826-3358 E-mail: [*]real3d@mmc.com
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REAL3D is a Trademark of Lockheed Martin Information Systems
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Company
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PRODUCT INFORMATION:
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[*]REAL3D is the name for a series of real-time graphics engines
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based on technology first developed for astronaut training and high
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performance mission rehearsal simulators.
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R3D/100 is the first 3-D graphics accelerator to bring true real-
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time performance to the PC user. High throughput, high realism and
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sustained real-time response are delivered by an integrated geometry
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processor, graphics processor and texture processor. The floating
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point geometry processor transforms coordinates and clips to screen
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coordinates in silicon. The texture processor extracts and warps
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color texture maps (perspectively correct) in silicon.
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The R3D/100 was announced at the WINHEC '95 conference (March 1995)
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and will be available for limited release for qualified partners
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and application developers beginning Q4/95. Production shipments
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to U.S. and foreign customers will begin Q1/96.
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COMPANY INFORMATION:
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Formed by the merger of Lockheed with Martin Marietta in 1995, Lockheed
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Martin is the world's largest defense, DOE, and NASA contractor.
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The Information Systems Company, part of Martin Marietta before the
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merger, employs 2,600.
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---------------------------------------------------------------------------
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SYSTEM OVERVIEW:
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****************
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The R3D/100 chip set consists of a Geometry Processor, Graphics Processor,
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Texture Processor, Depth Buffer Controller, Frame Buffer Controller,
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PCI Controller, and Video Output Controller.
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The geometry processor accelerates vertex transformations and clipping.
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The graphics processor provides true on-chip polygon rendering acceleration.
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Point, line and polygon primitives are hardware accelerated, with
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primitives accepted from the geometry processor or directly from
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the PCI controller. Other hardware accelerated functions include
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Gouraud shading, depth buffering, exponential fog, directed light
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source illumination, alpha testing, scissor and stipple masking,
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multi-pass anti-aliasing, and block read/writes. A full 32-bit RGBA
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internal color computational path is provided.
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The texture processor executes true perspective-corrected texture
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mapping and MIP-mapped level-of-detail selection in hardware. Rendering
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bandwidth is maximized by connecting the texture processor directly
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to texture buffer memory via an external I/O bus. Up to 8 MBytes
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of memory can be directly interfaced, and texture map sizes and formats
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from 32 x 32 to 512 x 512 and eight to 32 bits per texel are supported.
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The optional depth buffer controller stores non-displayed pixel (fragment)
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information such as depth (Z) values, stencil data and alpha data.
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For applications where each window pixel is written for each frame
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time a depth status flag eliminates the need to clear the depth buffer
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before each frame update. The 40 bit wide depth buffer can directly
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access up to 5 Mbytes of memory, providing needed scalability to
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meet specific price/performance goals. Block read/write and clear
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buffer operations are provided.
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Charged with storing RGB color data for each pixel (fragment), the
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frame buffer provides double buffering capability at the highest
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video resolution and color width. The frame buffer has a width of
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up to 24 bits and can directly access up to 10 Mbytes of memory.
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Block read/write and clear buffer operations are provided.
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The PCI controller, a 32-bit PCI Rev. 2.0 on-chip interface, boosts
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communications between the Host CPU and the R3D/100. No external
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glue logic is needed. The optimized interface performs single cycle
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transfers in target and master modes and provides DMA mastering capability
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for efficient and fast data transfer. Separate 32-bit input and output
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FIFOs provide highly efficient data buffering between the R3D/100
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graphics core and external devices.
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The video output controller provides an on-chip programmable video
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timing generator and 2-D/3-D video output control to standard DACs.
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The R3D/100 phase-locks to external 2-D hardware accelerators and
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internally multiplexes incoming RGB video before outputting to the
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DAC. The 3-D video output can occupy the full screen or maintain
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a proper window priority relationship with 2-D windows.
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[I]
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UPDATE RATE:
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************
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Update rate is highly dependent on other system design parameters;
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the chip set can support true real-time updates up to 76 Hz.
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TRANSPORT DELAY:
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The geometry processor requires one update cycle, the graphics and
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other processors require another, and the frame buffer delay is an
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additional field time.
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---------------------------------------------------------------------------
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SYSTEM CAPACITY:
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****************
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POLYGONS PER CHANNEL:
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Up to 750,000 three-edge polygons can be processed per second. Up
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to four-edge polygons (before clipping) are supported. Polygons may
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be Gouraud shaded, depth buffered, clipped, stenciled, alpha blended,
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and rendered with MIP-mapped texturing.
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PIXEL FORMATS:
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The video controller provides software programmable timing generation
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for a variety of video formats. Scalable screen resolution can be
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from 320 x 200 up to 1280 x 1024 with 16 or 24-bit true color. The
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system will support both interlaced and non-interlaced display configurations
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for a wide variety of display devices.
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PIXEL FILL RATE:
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For 32-bit pixels, the R3D/100 can achieve a block move rate of 132
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MBytes/second.
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---------------------------------------------------------------------------
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TEXTURE:
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********
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On-board storage of color and monochrome texture maps with eight
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through 24-bit RGB formats and up to eight bits of alpha for translucency
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is supported.
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TEXTURE MEMORY:
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Up to eight MBytes of texture memory can be addressed by the chip
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set. Maps can be stored as monochrome intensities, indexed color,
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or true RGBA color with 8, 16, or 32 bits per texel.
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MAP SIZES:
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Texture maps can be any rectangular size, 2n x 2m , where m and n
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are less than or equal to eleven. Control of size and placement is
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made during database design.
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MAPS PER POLYGON:
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One map per polygon is supported.
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TEXTURE PLACEMENT:
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******************
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Each polygon's vertices are linked to specific locations in the texture
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map.
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TEXTURE FEATURES:
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*****************
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Full color information is stored in the texture map, and users are
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not limited to merely modulating between two discrete colors.
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TEXTURE MANAGEMENT:
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A pixel's texturing is determined by one of several algorithms, the
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highest quality being trilinear interpolation. This provides linear
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smoothing between the adjacent texture elements (texels) and LODs.
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All possible LODs are stored in a MIP-mapped image pyramid, for simultaneous
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realtime access. All calculations are performed with the precision
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necessary to avoid texture aliasing, and prevent LOD "bow-wave" effects.
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TEXTURE PAGING:
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***************
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Support for dynamic texture map loading is provided.
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---------------------------------------------------------------------------
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PRIORITY TECHNIQUE:
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*******************
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The R3D/100 uses a Z buffer on a per-pixel basis. The Z buffer has
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up to 24-bit precision. Layering of co-planar polygons and forced
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(high priority) polygons are available.
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LEVELS OF OCCULTING:
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Since the R3D/100 is a Z buffer architecture, the number of occulting
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levels is only limited by the number of polygons being processed.
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---------------------------------------------------------------------------
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ANTI-ALIASING:
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**************
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Support for multi-pass anti-aliasing is provided.
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FOG IMPLEMENTATION:
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*******************
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Fog level may be assigned per vertex, with bilinear interpolation
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performed to the pixel level. Alternately, fog may be calculated
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as an exponential function based on range per pixel.
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TRANSPARENCY:
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*************
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Translucent polygons are available.
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SHADING:
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*******
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Color intensity can be assigned per vertex, and interpolated to the
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pixel level to perform smooth shading.
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[*][I]
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---------------------------------------------------------------------------
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To find out why real time graphics will never be the same again,
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just call 1-800-393-7730 or send email to [*]real3d@mmc.com
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Created by [*]Jeff Potter
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---------------------------------------------------------------------------
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