07.01.2013 Views

3D graphics eBook - Course Materials Repository

3D graphics eBook - Course Materials Repository

3D graphics eBook - Course Materials Repository

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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. .

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!