Comp 290-21 Graphics Architecture Instructor: Turner Whitted Schedule: TBD Credit: 3 hours Pre-requisites: Comp 236 Text: Instructor's notes plus reprints of articles Outline Review of the graphics pipeline Presents an abstract model of the graphics pipeline as a specification for implementers. This specification provides both an enumeration of features expected in modern graphics systems and a functional description of each feature. (Discussion of some advanced topics in this section will be deferred to later in the semester.) Elements of graphics hardware A brief tutorial on digital signal processors, datapaths and arithmetic circuits, and especially memory technology. We will study both performance and costs of graphics hardware implementations. (Discussion of some specific memory technologies will be deferred until later in the semester.) High end graphics hardware systems A study of parallelism and inter-processor communication in high performance graphics display processors. Particular attention is paid to balanced throughput within the pipeline and robustness of various configurations under varying conditions, e.g. complex scenes which mix large and small polygons. Case studies will include current and past SGI products, the entire Pixel Planes family, the Evans and Sutherland Freedom series, and some mid-range workstation products. Low end graphics hardware systems A study of design choices for small-scale graphics systems, particularly single chip rasterizers. We will analyze optimal partitioning of tasks between the host and special purpose circuits, optimal memory interfaces, differences between PC graphics peripherals and game or set-top consoles, and how to cheat on features. Case studies will include PC graphics chips from 3D Labs, Rendition, and nVidia. I hope to also include any available non-proprietary information on the 3D F/X, Lockheed-Martin, and Ultra 64 systems. Graphics libraries A review of standard libraries and their APIs. We will evaluate workstation libraries such as OpenGL and IRIS Performer as well as PC libraries such as 3DR and Reality Lab, paying particular attention to how well particular hardware configurations accelerate applications written for each library. We will join the argument of immediate versus retained mode. Assignments A mid-term assignment will include either analysis or simulation of an existing graphics hardware system. The final project will be a design exercise which also includes either analysis or simulation.