RealityEngine Graphics
Kurt Akeley
Proceedings of SIGGRAPH 93, August 1993, pp. 109--116.
Abstract: The RealityEngine graphics system is the first of a new generation of systems designed primarily to render texture mapped, an-tialiased polygons. This paper describes the architecture of the RealityEngine graphics system, then justifies some of the decisions made during its design. The implementation is near-massively parallel, employing 353 independent processors in its fullest configuration, resulting in a measured fill rate of over 240 million antialiased, texture mapped pixels per second. Rendering performance exceeds 1 million antialiased, texture mapped triangles per second. In addition to supporting the functions required of a general purpose, high-end graphics workstation, the system enables realtime, "out-the-window" image generation and interactive image processing.
Keyword(s): Hardware Architecture, color, shading, shadowing, and texture
@inproceedings{Akeley:1993:RG,
author = {Kurt Akeley},
title = {RealityEngine Graphics},
booktitle = {Proceedings of SIGGRAPH 93},
pages = {109--116},
month = aug,
year = {1993},
}
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