Geometry pipelines

Geometry pipelines

Geometric manipulation of modeling primitives, such as that performed by a Geometry Pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While Geometry Pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems.

Geometric transformations are applied to the vertices of polygons, or other geometric objects used as modelling primitives, as part of the first stage in a classical geometry-based graphic image rendering pipeline. Geometric computations may also be applied to transform polygon or patch surface normals, and then to perform the lighting and shading computations used in their subsequent rendering.

History

Hardware implementations of the geometry pipeline were introduced in the early Evans and Sutherland Picture System, but perhaps received broader recognition when later applied in the broad range of graphics systems products introduced by Silicon Graphics. Initially the SGI geometry hardware performed simple model-space to screen space viewing transformations with all the lighting and shading handled by a separate hardware implementation stage, but in later, much higher performance applications such as the SGI RealityEngine, they began to be applied to perform part of the rendering support as well.

More recently, perhaps dating from the late 1990s, the hardware support required to perform the manipulation and rendering of quite complex scenes has become accessible to the consumer market. Companies such as nVidia and ATI (now a part of AMD) are two current leading representatives of hardware vendors in this space. The Geforce line of graphics cards from nVidia were the first to implement geometry processing in the consumer market, while earlier graphics accelerators by 3Dfx and others of course supported it.

This subject matter is part of the technical foundation for modern computer graphics, and is a comprehensive topic taught at both the undergraduate and graduate levels as part of a Computer Science education.

See also

* Computer graphics
* James H. Clark
* Silicon Graphics, Inc.


Wikimedia Foundation. 2010.

Игры ⚽ Нужно решить контрольную?

Look at other dictionaries:

  • Geometry Instancing — Dans le domaine de la synthèse d image 3D, le geometry instancing se rapporte au rendu de plusieurs copies d un même mesh dans une même scène. Cette technique est principalement employée pour des objets tels que les arbres, l herbe, ou des… …   Wikipédia en Français

  • Geometry instancing — Dans le domaine de la synthèse d image 3D, le geometry instancing se rapporte au rendu de plusieurs copies d un même mesh dans une même scène. Cette technique est principalement employée pour des objets tels que les arbres, l herbe, ou des… …   Wikipédia en Français

  • Microsoft Direct3D — Direct3D is part of Microsoft s DirectX application programming interface (API). Direct3D is available for Microsoft Windows operating systems (Windows 95 and above), and for other platforms through the open source software Wine. It is the base… …   Wikipedia

  • Pipeline (computing) — In computing, a pipeline is a set of data processing elements connected in series, so that the output of one element is the input of the next one. The elements of a pipeline are often executed in parallel or in time sliced fashion; in that case,… …   Wikipedia

  • James H. Clark — For the United States Navy ship, see USS James H. Clark (SP 759). James H. Clark Born March 23, 1944 Plainview, Texas Residence United States …   Wikipedia

  • Silicon Graphics — Logo von SGI in den Farben bis 2009 Silicon Graphics International (SGI) ist ein Hersteller von Computern, die besonders auf dem Gebiet der grafischen Darstellung leistungsstark sind (Grafik Workstation). SGI initiierte die OpenGL Spezifikation… …   Deutsch Wikipedia

  • Silicon Graphics — SGI Lema Innovation for Results Tipo Pública NASDAQ …   Wikipedia Español

  • InfiniteReality — refers to a 3D graphics hardware architecture and a family of graphics systems that implemented the aforementioned hardware architecture that was developed and manufactured by Silicon Graphics from 1996 to 2005. The InfiniteReality was positioned …   Wikipedia

  • Radeon R420 — ATIGPU name = Radeon X700 X850 Series ) codename = Loki created = 2004 entry = None midrange = Radeon X700, X740 highend = Radeon X800, X850 d3dversion = 9.0b, Shader Model 2.0bThe Radeon R420 core from ATI Technologies was the company s basis… …   Wikipedia

  • Shader (realtime, logical) — A shader is essentially a computer programAccording to [http://oss.sgi.com/projects/ogl sample/registry/ARB/vertex program.txt ARB vertex program] a shader (specifically to vertex shaders, which are called programs in this context) is a sequence… …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”