How to render a bunny in modern style: I
Rise of Graphic Hardwares
Why not count on CPU?
Reminder: classic pipeline
- Geometric primitives
- Modelling and transformation
- Camera transformation
- Projection transformation
- Clipping
- Scan conversion or rasterization
- Texturing, fragment shading
True reason: cheaper video games
- Mainly focus on Sprite rendering (70s to 90s)
Basketball, 1974
https://www.youtube.com/watch?v=BMV_meVa7m8
-
Atari 2600, 1977, the first Game console
- (ROM) Support Microprocessor-based hardware and ROM cartridges containing game code
- (VIA) Since background rendering needs much more expensive RAM, control scan line directly for reducing RAM usage
- Designer Jay Miner is also 'Father of the Amiga'
-
Namco Galaxian, 1979, with RGB color, multi-colored sprites and tilemap backgrounds
- Display resolution: 256x224 to 384x264(horizontal), 224x256 to 264x384 (vertical)
- Refresh rate: 60.60606 Hz (V-sync)
- Color model: RGB
- Color palette: 224
- Colors on screen: 32
- Background planes: Tilemap plane, Bitmap plane
- Sprite capabilities: Line buffer 8x8 to 16x16 sizes, 4 colors per sprite, 15 sprites (7 main sprites, 7 shells, 1 missile) per scanline, 240 sprite pixels per scanline, sprite flipping, sprite animation
-
Namco System 21, 1988
-
The first hardware based 3D polygon system
-
Winning Run, 1988
-
Age of PC
-
Commodore Amiga, 1985
-
Developed by Jay Miner
-
The first PC with built-in but independent Graphic system.
-
line draw
-
area fill
-
a stream processor called a blitter which accelerated the movement, manipulation and combination of multiple arbitrary bitmaps.
-
Also included was a coprocessor with its own (primitive) instruction set capable of directly invoking a sequence of graphics operations without CPU intervention.
-
-
-
IBM 8514, 1987
-
The first video card for IBM compatible machine
-
1024x768 pixels with 256 colors at 43.5 Hz, or 640x480 at 60 Hz
-
Provide common 2D-drawing operations (line-draw, color-fill, BITBLT)
-
-
Age of Windows: before late 90s
-
GUI ask for more 2D acceleration (Like BITBLT)
-
Microsoft's WinG to DirectDraw
-
More focus on CPU-assisted real-time 3D graphics until mid 90s
-
Advanced T&L (transform, clipping, and lighting) hardwares first appeared in arcade system boards at same time
-
-
Age of Windows: before late 90s
-
For advanced 3D requirement, PowerVR and 3dfx Voodoo are only with discrete boards dedicated to accelerating 3D functions, mainly for OEM, 1995-2000
-
ATI, Nvidia, and Rendition involved in the war with single chip card.
-
GeForce 256 released in 1999, the world's first GPU, Graphics Processing Unit
-
a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that are capable of processing a minimum of 10 million polygons per second
-
-
Age of API
-
OpenGL: founded by SGI, 1992
-
3D Graphic rendering comes from algorithm
-
Algorithm is written as code at first time
-
OpenGL decides to evolve using software implementation
-
Providers follow to support new features in their own hardware from API
-
Latest version 4.5, August, 2014
-
Mac OS X will migrate from OpenGL to Metal
-
-
Direct3D: originally bought by Microsoft for win95, 1995
-
Incomplete as OpenGL before D3D 7.
-
Most widely used for game development, including DirectX family
-
Latest version 12, July 29, 2015
-
Now more prior to OpenGL
-
Age of Computing
-
GPGPU, General Purpose Computing on GPU
-
First introduced with GeForce 8 series, 2006
-
The earliest widely adopted programming model for GPU computing was Nvidia's CUDA platform
-
OpenCL is an open standard defined by the Khronos Group
-
OpenCL is the most popular GPGPU development platform now
-
How to render a bunny in modern style: Rise of Graphic Hardwares
By hanyi8000
How to render a bunny in modern style: Rise of Graphic Hardwares
- 2,119