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Onyx2 Architecture Overview

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CrayLink (800 MB/sec bidirectional) to/from rendering engine ... Eyewear. Left. Right. Framebuffer. Channel 1. Channel 0. Onyx. 19. Example: Passive Stereo ... – PowerPoint PPT presentation

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Title: Onyx2 Architecture Overview


1
Onyx2 Architecture Overview
Curtis Lisle, Ph.D. Visual Systems
Scientist Silicon Graphics Computer Systems
2
SGI Onyx2 Image Generator Overview
CPUs
High-speed crossbar interconnection Host and
host interface functions Database traversal,
cull, and draw processes
Digital Video Processor (distortion and extra
pixel fill)
3
(No Transcript)
4
The Legacy Host/graphics Architecture
  • Front-end host computer with a separate but
    connected Image Generator (IG)
  • Problem of access to a remote database

Host
Simulation Functions
Protocol for eye and object position, Database
queries, updates,
network
5
The SGI Image Generator Architecture
  • Integrated Computing and Graphics
  • Local, shared memory database access
  • CrayLink (800 MB/sec bidirectional) to/from
    rendering engine
  • Multi-pass special effects rendering

Host
Graphics
DB Dynamics
Environment Database
6
Embedded Host Architecture
  • Multiple processors with high-speed
    interconnection fabric between them improves
    performance, reduces latency, and delivers more
    bandwidth into the graphics pipeline

Application
Graphics
Graphics Pipeline
1.1.1Onyx2 Deskside Image Generator
Geometry Engine
Raster Manager
Display Generator
1.1.1Onyx2 Deskside Image Generator
I/O Subsystem
Environment Database
Other simulation information or source data

Multiple Video Outputs

7
SGI Run-Time Software Architecture
  • Run-Time Software Architecture
  • Application program - Handles host functions
    and/or user interaction makes Performer API
    calls
  • Performer - manages scene graph representation
    processor allocation optimized for hardware
  • Industry Standards - Authored by SGI

Simulator Application
Performer Run-Time API
OpenGL
Host
8
Anti Aliasing
  • SGI InfiniteReality systems have a
    multisampling feature allowing sub-pixel
    calculations for each pixel actually on the
    screen at near full performance.

9
Anti-Aliasing and Priority
  • Granularity of priority resolution (depth
    buffering) has a strong effect on the quality of
    the anti-aliasing
  • Subsample, or fragment level depth buffering
    necessary for correct pixel color calculations

Primitives
No contribution by red, blue, or green polygon if
Z buffer works at pixel level (such as jittered
eye points)
Resolved pixel
SamplePoint
10
Subsample Anti-Aliasing
  • Quality AA solution uses fragment Z as well as
    color to compute resolved pixel color
  • Multi-sample, or screen door transparency, can
    weight the fragment colors based on alpha
    yielding order-independent transparency

Primitives
Sample pattern masks are optimized for AA on
angled primitives - can be shifted
Resolved pixel
SamplePoints
11
Color Displays
  • The Frame Buffer (graphics memory)
  • 24 bits 8-bits R,G,B 224 16.7 Million
    Colors
  • SGI InfiniteReality VPro can have 10 or 12
    bits per component
  • SGI InfiniteReality Up to 320MB for color and
    up to 256MB for texture
  • SGI Octane/VPro has up to 128MB
  • Highest-end PC cards have 64MB for color and
    texture

Display
Graphics subsystem
12
Display Processing Features
  • Necessary for high quality, abutted or blended
    visuals
  • Framelock
  • All screens of video output from the image
    generator have synchronized vertical retrace
    signals. Top to bottom picture-painting is
    aligned.
  • Genlock
  • Sync multiple pixel clocks
  • Swapready
  • All channels ready for swapping backbuffer
  • Programmable video output

13
Video Configuration
  • IRcombine interactive program
  • /usr/gfx/setmon
  • /usr/gfx/ircombine
  • Allows choice of predefined video formats
  • VFC (video format compiler) for non-standard
    formats
  • References
  • Video Format Compiler Programmers Guide
  • SGI TechReport (007-3402-003)

14
Invoking a Video Format
Invocation Commands
/usr/gfx/setmon ltformatgt e.g. /usr/gfx/setmon
1280x1024_72 xsetmon IRcombine
Location of format files (system specific)
/usr/gfx/ucode/
KONA/dg4/cmb/ltformatgt.cmb (Onyx/IRx)
ODSY/vof/ltformatgt.vfo (Octane/Fuel
Vpro)
MGRAS/vof/ltformatgt.sdb (Octane SI/SE)
MGRAS/vof/2RSS/ltformatgt.sdb (Octane
SSI/MXI/SSE/MXE)
15
Building a Format
User supplied
Video source text file ( .vfs )
SGI Software
Video Info File ( .info )
Video Format Compiler ( VFC )
Video Format File ( .vfo )
Board Definition File ( .def )
Chip Definition File ( .def )
/usr/gfx/ucode/...
Copy to
Hardware specific rules files. SGI supplied.
16
Video Format Source (.vfs)
General ActiveLinesPerFrame
ACTIVE_LINES ActivePixelsPerLine
ACTIVE_PIXELS FramesPerSecond FPS
FormatName FieldsPerFrame 1
TotalLinesPerFrame 1.05 ActiveLinesPerFrame

Active Line HorizontalFrontPorch pixels(
iHFPp ) HorizontalSync pixels( iHSp )
HorizontalBackPorch pixels( iHBPp )
Field lt statements defining the field gt
17
Compiling and Rules Definition Files
vfc -a asciijk1280x768_48.info -c
chipvoc1.def,boarddg4.def \ -o
jk1280x768_48.vfo jk1280x768_48.vfs
Graphics Chip def. Board def. IR voc1.def dg4.d
ef O2 O2_Chip.def O2_Board.def MGRAS mgras_vc3.d
ef mgras.def VPRO Vpro_Chip.def Vpro_DCD.def
Rules definition files found in /usr/gfx/ucode/vf
c/rules/ Sample format sources found
in /usr/gfx/ucode/vfc/vfs/
18
Example Passive Stereo(with standard stereo
apps)
Polarizing filters 90-degrees out of phase
Eyewear
Onyx
Framebuffer
Channel 0
Left
Projectors
Channel 1
Right
19
Example Passive Stereo(with standard stereo
apps)
- Make 2 Copies of std format source
1280x1024_60.vfs 1280x1024_60L.vfs and
1280x1024R.vfs - Add eye parameter to the
Field sections.
- Create a combination using IRcombine with
1280x1024_60L.vfo and 1280x1024_60R.vfo 100
overlap.
Field eye Left Vertical Sync
. . .
Field eye Right Vertical Sync
. . .
1280x1024_60R.vfs
1280x1024_60L.vfs
20
SGI O2 Measuring signals
  • Using SGI Tools (O2)
  • colorbars
  • videoout
  • videopanel
  • confidence
  • audiopanel

21
Measuring video signals
  • Waveform and Vectorscope

22
Video Links
  • Encyclopedia Britannicahttp//www.britannica.com/
  • How Stuff Workshttp//www.howstuffworks.com/
  • Color Theory Pagehttp//www.barco.com/display_sys
    tems/support/colorthe/colorthe.htm
  • Video Demystifiedhttp//www.video-demystified.com
    /
  • Video Technology Pagehttp//www.epanorama.net/vid
    eo.html
  • A guide to MPEG fundamentalshttp//www.tek.com/Me
    asurement/App_Notes/mpegfund/
  • The Lurkers Guide to Video (Chris
    Pirazzi)http//www.lurkertech.com/lg/
  • Techpubshttp//techpubs.sgi.com/

23
Conclusion
  • The SGI Onyx architecture has unparalleled
    support for multimedia
  • Shared memory supports tightly-coupled graphics
    pipe coordination for large screen displays
  • Software is standard unix development environment
  • Large amount of commercial and freeware available
  • The Onyx is an ideal foundation for creative
    talent to use during creation and replay of
    custom 3D worlds
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