403 lines
16 KiB
Plaintext
403 lines
16 KiB
Plaintext
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REAL3D R3D/PRO-1000
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[I]
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---------------------------------------------------------------------------
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REAL3D® R3D/PRO-1000
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---------------------------------------------------------------------------
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REAL3D Support Desk
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Commercial Visuals Systems
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Lockheed Martin Information Systems Co.
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MP-838
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12506 Lake Underhill Rd.
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Orlando, FL 32825
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Phone: 1-800-393-7730 or 407-826-7302
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Fax: 407-826-3358 E-mail: [*]real3d@mmc.com
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REAL3D® is a Trademark of Lockheed Martin Information Systems
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Company
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PRODUCT INFORMATION:
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[*]REAL3D is an unprecedented initiative that puts high-end visual
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simulation capability into the hands of users seeking to exploit
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real-time 3-D graphics technology for price-sensitive professional
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and consumer applications. The R3D/PRO-1000 gives computer simulation
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and training professionals an unmatched price/performance package
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for developing and delivering real time 3-D simulation products.
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Key applications include ship handling, flight simulation, driver
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training, rail training, and location based entertainment.
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The R3D/PRO-1000 was announced at the ITEC conference (April 1995)
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and will be available for limited release for qualified partners
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and application developers beginning Q4/95. Shipments to U.S. and
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foreign customers will begin Q1/96.
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COMPANY INFORMATION:
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Formed by the merger of Lockheed with Martin Marietta in 1995, Lockheed
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Martin is the world's largest defense, DOE, and NASA contractor.
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The Information Systems Company, part of Martin Marietta before the
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merger, employs 2,600.
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---------------------------------------------------------------------------
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SYSTEM OVERVIEW:
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The R3D/PRO-1000 consists of a geometry processor and one, two or
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four pixel processors. This unit can provide one or two display channels,
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and multiple units can be connected to one host processor, using
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differential SCSI II bus.
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[I]
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UPDATE RATE:
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Basic system performance is specified as 30 Hz, but 60 Hz update
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is also available.
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TRANSPORT DELAY:
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Transport delay for the R3D/PRO-1000 is measured from the time a
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control input is received from the Application Host until the end
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of the display of the first video field affected by that input. The
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normal transport delay is 112 milliseconds for 30 Hz operation, or
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56 ms for 60 Hz operation.
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HOST INTERFACE:
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Differential SCSI II ports are utilized to pass database and real-
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time control parameters to the R3D/PRO-1000. SCSI II provides maximum
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flexibility in two critical areas: the number of channels, and the
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selection of host control computers. SCSI II permits from one to
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seven devices to be connected to one controller card; users simply
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add more controller cards to the host computer to expand channel
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capacity. Since the R3D/PRO-1000 can be driven by any computer containing
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a differential SCSI II port, it will operate in just about any host
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environment, from personal computers to high-powered workstations.
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---------------------------------------------------------------------------
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SYSTEM CAPACITY:
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POLYGONS PER CHANNEL:
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Throughput averages 750,000 polygons per second per R3D/PRO-1000
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unit. Polygons are fully rendered, textured, shaded, fogged, anti-
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aliased, translucent, three- or four-vertex objects in the scene.
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POLYGONS PER SYSTEM:
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The 750,000 polygons per second can be concentrated in one channel,
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or distributed across two video channels.
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LIGHTS PER CHANNEL:
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Point lights are rendered as special case polygons, with minimum
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size clamps to ensure the light does not extinguish until desired.
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Modifiers to the range fading function also ensure that point lights
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realistically "poke through the haze." Point lights are rendered
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for raster displays, and can be traded 1:1 for polygons.
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LIGHTS PER SYSTEM:
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As described above, the limit on point lights is based on how many
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polygons are traded off.
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---------------------------------------------------------------------------
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DISPLAY ISSUES:
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PIXEL FORMATS:
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The display formats are controlled by software, and can be changed
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easily by loading initialization scripts. One channel can have up
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to 1022H X 768V pixels. Support for RS-170 and RS-343 standard video
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timing and levels is provided. The system will support both interlaced
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and non-interlaced display configurations for a wide variety of display
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devices.
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PIXEL FILL RATE:
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A single pixel fill processor is capable of providing a fill rate
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of 50 million pixels per second. Two or four processors can be plugged
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into the same board to increase this rate to 100 or 200 million pixels
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per second.
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DISTORTION CORRECTION:
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Linear (keystone) distortion correction, the ability to supply channels
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with unequal half-angles, is a standard capability of the R3D/PRO-
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1000.
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DISPLAY REQUIREMENTS:
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The R3D/PRO-1000 does not require the display to extend the length
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of a field, and can thus be used with commonly available inexpensive
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display devices.
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R3D/PRO-1000 uses a video genlock signal to ensure all display channels
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are updated at the same instant in time. This signal can be from
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the output of the R3D/PRO-1000 or from an external source. Output
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signals are standard analog RGB and composite sync.
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OPTIONS:
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Up to four pixel fill processors can be applied to a configuration
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for up to two output channels or higher pixel depth complexity.
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---------------------------------------------------------------------------
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TEXTURE:
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Color texture maps derived from several sources including high-altitude
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aerial photography, satellite imagery, and hand-held cameras, can
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be applied to provide high detail imagery. The addition of texture
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does not affect the polygon processing capacity.
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TEXTURE MEMORY:
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Rich, photographic quality surface detail can be created using up
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to 192, 128 x 128 texel full-color trilinear interpolated MIP-mapped
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texture maps. True-perspective corrected texture maps are applied
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in hardware, in real-time using patented algorithms developed during
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15 years of pioneering visual systems design. Smooth detail transitions
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are assured with up to nine blended levels of detail, including microtexture
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processing, to provide the critical detail needed for "up-close"
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applications.
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Texture maps are stored as sixteen bits per texel. The sixteen bits
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can be assigned in any of the following ways:
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<EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD>4 bit monochrome texturing
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<EFBFBD><EFBFBD><EFBFBD>8 bit monochrome texturing
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<EFBFBD><EFBFBD><EFBFBD>16 bit (4 ea. R, G, B color + 4 bit translucency)
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<EFBFBD><EFBFBD><EFBFBD>16 bit (5 ea. R, G, B color + 1 bit contour)
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MAP SIZES:
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Texture maps can be as small as 32 x 32 texels, or as large as 512
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x 512 texels. The map allocation is performed during database design.
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MAPS PER POLYGON:
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One standard map (with color and translucency) and one microtexture
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map can be applied per polygon. Control of size, direction, and sharpness
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is provided to the database designer on a per-polygon basis.
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TEXTURE PLACEMENT:
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Each polygon's vertices are linked to specific locations in the texture
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map. Adjacent polygons which share vertices are processed to ensure
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no discontinuities exist.
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TEXTURE FEATURES:
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Both color and monochrome texture maps are available. The full color
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information is stored in the map, and users are not limited to merely
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modulating between two discrete colors.
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Maps can repeat within a polygon, or can "mirror" the map contents,
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allowing users to save map space. Singular or repeating texture maps
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can join at polygon boundaries with no detectable seam.
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Microtexture is provided to increase the dynamic range of the photographic
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texture to cover faraway to near surface distances. Microtexture
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allows two different texture patterns to be added together and placed
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on any surface. The microtexture pattern will emerge as the viewpoint
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moves closer to the textured surface. Microtexture is a user-defined
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high contrast generic pattern.
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TEXTURE MANAGEMENT:
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A pixel's texturing is determined by trilinear interpolation smoothing
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between the adjacent texture elements (texels) and LODs. All possible
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LODs are stored in a MIP-mapped image pyramid, for simultaneous real-
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time access. All calculations are performed with the precision necessary
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to avoid texture aliasing, and prevent LOD "bow-wave" effects.
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TEXTURE PAGING:
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The R3D/PRO-1000 can update the contents of texture map memory based
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on commands from the Host CPU at a non-real-time rate.
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---------------------------------------------------------------------------
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PRIORITY TECHNIQUE:
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The R3D/PRO-1000 uses a Z buffer with 22 bit floating point precision
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(six bits exponent, 16 bits mantissa) per pixel. Layering of co-planar
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polygons and forced (high priority) polygons are available.
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LEVELS OF OCCULTING:
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Since the R3D/PRO-1000 is a Z buffer architecture, the number of
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occulting levels is only limited by the number of polygons being
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processed.
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---------------------------------------------------------------------------
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ANTI-ALIASING:
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Real-time anti-aliasing, typically the most expensive component of
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image generator hardware, is traditionally overlooked in industry
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attempts to provide low cost, high performance graphics engines.
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Lockheed Martin breaks the tradition with a patent pending algorithm
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that bridges the price/performance gap and offers image quality normally
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found in much higher priced competitive systems.
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Polygon edges are anti-aliased with the new S-Buffer algorithm. This
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algorithm avoids the high costs of storing subpixel information,
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yet achieves nearly identical performance. Several polygons may occupy
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a single pixel, and the S-Buffer will resolve the partial polygon
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areas with a resolution of one part in sixteen.
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---------------------------------------------------------------------------
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DATABASE MANAGEMENT:
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All database management must be performed by the Host CPU. The polygon
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processor supports four levels of detail for database objects, and
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128 feature types. This flexibility allows designers precise control
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over database complexity, allowing them to fully minimize the risks
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of real-time scene degradation.
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---------------------------------------------------------------------------
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OVERLOAD MANAGEMENT:
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System load management statistics can be returned to the Host CPU
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for purposes of managing overloads. The R3D/PRO-1000 can operate
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in three modes:
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<EFBFBD><EFBFBD><EFBFBD>Workstation Mode: non-real-time; the R3D/PRO-1000 renders the imagery
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<EFBFBD><EFBFBD><EFBFBD>until completion.
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<EFBFBD><EFBFBD><EFBFBD>Frame Lock Mode: the R3D/PRO-1000 maintains the specified 30 or
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<EFBFBD><EFBFBD><EFBFBD>60 Hz update rate regardless of the impact on displayed scene
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<EFBFBD><EFBFBD><EFBFBD>quality.
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<EFBFBD><EFBFBD><EFBFBD>Overload Protect Mode: the R3D/PRO-1000 drops back to half the
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<EFBFBD><EFBFBD><EFBFBD>update rate when an overload condition is encountered.
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=== [LIST] ================================================================
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---------------------------------------------------------------------------
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SYSTEM FEATURES:
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NUMBER OF DYNAMIC MODELS:
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Up to 4095 simultaneous dynamic coordinate systems can be present
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in the system.
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ANIMATION:
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Real-time animation effects are supported by allowing the Host CPU
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to cycle through pre-stored versions of dynamic models.
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FOG IMPLEMENTATION:
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Per-pixel range is used, along with a fog density coefficient, to
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calculate a percentage of visibility range value. This value is then
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applied to a fading attenuation curve to calculate a per-pixel contrast
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adjustment.
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CLOUD DECKS:
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Cloud decks are provided by textured layers which are located at
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any altitude desired. Terrain and 3-D objects may interpenetrate
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the cloud decks, and will be properly anti-aliased. Programmable
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visibility is available inside the cloud layer.
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HEIGHT ABOVE TERRAIN:
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The R3D/PRO-1000 does not inherently calculate height above terrain.
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Lockheed Martin can offer advice on integrating this feature into
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the Host CPU.
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COLLISION DETECTION:
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The R3D/PRO-1000 does not inherently calculate collision detection.
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Lockheed Martin can offer advice on integrating this feature into
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the Host CPU.
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LINE OF SIGHT RANGING:
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The system can be directed to report the depth (Z) to any point as
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defined by its pixel location. This feature can accurately detect
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when a portion of a polygon has been declared translucent by virtue
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of its texturing, and instead report the range to the closest opaque
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polygon beyond. This method relies on locating the LOS within the
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field of view of a display channel. Range is reported with 22-bit
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floating point accuracy (six bits exponent, 16 bits mantissa).
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---------------------------------------------------------------------------
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SURFACE EFFECTS:
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TRANSPARENCY:
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Translucent polygons are available. Thirty-two levels of transparency
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can be assigned. Pixel processing load is increased by each translucent
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layer, as each one causes a pixel visit. Translucency can be invoked
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as a polygon attribute for LOD blending, or per-pixel based on the
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texture map contents.
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LUMINOUS POLYGONS:
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Luminous polygons are available. Luminous polygons have modifiers
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to the range fading function to ensure these polygons realistically
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"poke through the haze."
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SWITCH CONTROLS:
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Light and polygon intensities can be controlled via Host CPU manipulation
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of the color tables.
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COLORS AVAILABLE:
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There are two color tables with 4096 entries each available on-line.
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These color tables define the RGB components of each entry. The color
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table addresses are defined in the polygon data in the database.
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The color RGB definitions may be modified in real-time if required
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by the simulation.
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Several tables can be made available for loading as required to define
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changing times of day or weather conditions which occur during the
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course of a simulation such as day, night, dusk, snow, wet, ice,
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and temperature for thermal sensor simulation.
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SURFACE MATERIALS:
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Return of surface material information is not inherently provided
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by the R3D/PRO-1000.
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SHADING:
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The following types of polygon shading are available:
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<EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD>Flat polygon shading is available and any polygon can be shaded
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<EFBFBD><EFBFBD><EFBFBD>based on the real-time sun vector and ambient lighting parameters.
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<EFBFBD><EFBFBD><EFBFBD>Flat polygon shading can be used alone or in combination with
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<EFBFBD><EFBFBD><EFBFBD>one of the available texture capabilities on either terrain or
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<EFBFBD><EFBFBD><EFBFBD>3-D models.
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<EFBFBD><EFBFBD><EFBFBD>Fixed shading is available for polygons which are not affected
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<EFBFBD><EFBFBD><EFBFBD>by sun or ambient illumination.
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<EFBFBD><EFBFBD><EFBFBD>Curved surface (Gouraud) shading is available and any polygon can
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<EFBFBD><EFBFBD><EFBFBD>be shaded based on the real-time sun vector and ambient lighting.
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<EFBFBD><EFBFBD><EFBFBD>Curved surface (Gouraud) shading can be used alone or in combination
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<EFBFBD><EFBFBD><EFBFBD>with one of the available texture capabilities on 3-D models.
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<EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD>Specular shading is available and any polygon can be shaded based
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<EFBFBD><EFBFBD><EFBFBD>on the real-time sun vector and ambient lighting. A polygon may
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<EFBFBD><EFBFBD><EFBFBD>be simultaneously flat shaded and specular shaded.
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Shading does not impact the polygon processing capacity of the system.
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SENSOR SIMULATION:
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The R3D/PRO-1000 does not inherently provide sensor simulation, other
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than providing separate color tables per channel.
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---------------------------------------------------------------------------
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MODELING TOOLS:
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Open system design features permit 3rd party software developers
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to port popular run-time and database development tools, such as
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Gemini Technology Corporation's popular GVS® package, to the
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R3D/PRO-1000 platform for supercharged real-time graphics performance.
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GVS supports many industry standard database formats, including MultiGen
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Flight® , Wavefront® , Alias® , Softimage® , and
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3D Studio® . Current GVS applications will port to the R3D/PRO-
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1000 with minimal effort, thus creating genuine cross-platform independence
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and an open system approach to teal-time image generation.
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---------------------------------------------------------------------------
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OTHER COMMENTS:
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Gemini Technology Corporation has announced support for the R3D/PRO-
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1000 graphics engine. Gemini will port their OpenGVS application
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program interface and associated libraries to the R3D/PRO-1000.
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OpenGVS® is a Trademark of Gemini Technology Corporation. All
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other trade names referenced are the trademarks or registered trademarks
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of the respective manufacturers.
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[*][I]
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---------------------------------------------------------------------------
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To find out why real time graphics will never be the same again,
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just call 1-800-393-7730 or send email to [*]real3d@mmc.com
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Created by [*]Jeff Potter
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