3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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Geometry pipelines 46<br />
Geometry pipelines<br />
Geometric manipulation of modeling primitives, such as that performed by a geometry pipeline, is the first stage in<br />
computer <strong>graphics</strong> systems which perform image generation based on geometric models. While Geometry Pipelines<br />
were originally implemented in software, they have become highly amenable to hardware implementation,<br />
particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry<br />
Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what<br />
has since become an increasingly commoditized function in contemporary image-synthetic raster display systems. [1]<br />
[2]<br />
Geometric transformations are applied to the vertices of polygons, or other geometric objects used as modelling<br />
primitives, as part of the first stage in a classical geometry-based graphic image rendering pipeline. Geometric<br />
computations may also be applied to transform polygon or patch surface normals, and then to perform the lighting<br />
and shading computations used in their subsequent rendering.<br />
History<br />
Hardware implementations of the geometry pipeline were introduced in the early Evans & Sutherland Picture<br />
System, but perhaps received broader recognition when later applied in the broad range of <strong>graphics</strong> systems products<br />
introduced by Silicon Graphics (SGI). Initially the SGI geometry hardware performed simple model space to screen<br />
space viewing transformations with all the lighting and shading handled by a separate hardware implementation<br />
stage, but in later, much higher performance applications such as the RealityEngine, they began to be applied to<br />
perform part of the rendering support as well.<br />
More recently, perhaps dating from the late 1990s, the hardware support required to perform the manipulation and<br />
rendering of quite complex scenes has become accessible to the consumer market. Companies such as NVIDIA and<br />
ATI (now a part of AMD) are two current leading representatives of hardware vendors in this space. The GeForce<br />
line of <strong>graphics</strong> cards from NVIDIA were the first to implement hardware geometry processing in the consumer PC<br />
market, while earlier <strong>graphics</strong> accelerators by <strong>3D</strong>fx and others had to rely on the CPU to perform geometry<br />
processing.<br />
This subject matter is part of the technical foundation for modern computer <strong>graphics</strong>, and is a comprehensive topic<br />
taught at both the undergraduate and graduate levels as part of a computer science education.<br />
References<br />
[1] Clark, James (July 1980). "Special Feature A VLSI Geometry Processor For Graphics" (http:/ / www. computer. org/ portal/ web/ csdl/ doi/<br />
10. 1109/ MC. 1980. 1653711). Computer: pp. 59–68. .<br />
[2] Clark, James (July 1982). "The Geometry Engine: A VLSI Geometry System for Graphics" (http:/ / accad. osu. edu/ ~waynec/ history/ PDFs/<br />
geometry-engine. pdf). Proceedings of the 9th annual conference on Computer <strong>graphics</strong> and interactive techniques. pp. 127-133. .