Siggraph '98
Technology Report - PC Graphics
David Bock
NCSA Visualization
31-july-98
 

Table of Contents

Course notes
    Definition of Terms
    Consumer PC graphics
    Workstation PC graphics

Exhibition
    3D Graphics Chipset Chart
    3D Graphics Accelerator Chart
    3D Workstation PC Systems Chart

Other Products

 

Course notes
Course #29 - Developing High-Performance Graphics Applications for the PC Platform
 

Definition of terms
Organizers of the course categorized PC graphic machines into two classes termed "consumer" and "workstation".  According to the organizers, the dividing line between what is considered a "consumer" PC graphics machine and a "workstation" graphics machine is the $300 mark for the graphics accelerator card.  Those PC machines with graphic accelerator cards costing < $300 and in the general range of $3000 are termed "consumer" PC graphic machines while those with cards > $300 are termed "workstation" PC graphic machines.
 

Consumer PC graphics
The following material is from a talk by 3Dfx interactive (makers of the VooDoo graphics board) founder and ex-SGI flight simulator developer, Gary Tarolli.

Brief history
1994 - bleak for consumer-based 3D graphics
1995 - hardware texture mapping implemented
1996 - Voodoo card - 50M pixels/sec
1997 - nVidia Riva 128 - 1-5M tri/sec, full-scene anti-aliasing
1998 - Voodoo2 - 3M tri/sec, 90-180M pixels/sec, 2 simultaneous textures, multi-texturing, texture compression

System configuration, performance
Games are now typically at 800x600 resolution or higher.  Graphic chips are "catching up" to CPU performance.  Key has been semi-conductor sizes (increased 40-fold from 50K gates on a graphics chip in 1992 to 2000K gates in 1997).

Predictions
1999 - 5-10M tri/sec, bus bandwidth permitting, 300M+ pixels/sec, full-scene anti-aliasing, texture compression < 4 bits.
2000 - 10M+ tri/sec, 900M+ pixels/sec

Innovation
In many areas, PC graphics have "copied" workstation ideas (i.e. z-buffer, alpha, textures, fog, ...).  However, PC graphic technology has "invented" some interesting techniques and methods of implementing graphics:
- multiple textures
- low-cost full scene anti-aliasing
- high fill rates - low-cost

Conclusion
Not only is the line between workstations and "workstation" PC machines "fuzzy" but now the line between "workstation" PC machines and "consumer" PC machines has been dwindling.  However, (quote) "PC cards will not replace workstation PC cards."
 
 

Workstation PC graphics

What is it?
- Windows NT and multiprocessor support
- Optimized for OpenGL
- Sophisticated windowing support
- Higher pixel resolution
- Larger color depth
- alpha processor or intel

Brief history
before 1995 - 3DLabs GLINT 300sx, Dynamic Pictures (bought now by 3DLabs)
1997 - multiprocessor OpenGL driver, GLINT GMX, Oxygen RPM, 1.2M poly/sec

 
 

Exhibition
PC graphic machines contain 3D graphic accelerator boards, which, in turn, contain 3D graphic chipsets.  Before evaluating a PC graphics system, one must examine the available 3D graphic accelerator board.  Before evaluating a graphics accelerator board, one must examine the underlying 3D graphics chipset.  As a way of looking at systems, boards, and chipsets, below are 3 separate charts listing 1) 3D graphic chipsets, 2) 3D graphic accelerator boards (using the chipsets), and 3) a few example workstation PC systems (using the graphic accelerator boards).

As one could imagine, there is a myriad of 3D graphic accelerator boards available.  I tried to pick up all the brochures and gather information from all the vendors represented at the exhibition, although I may have missed a few.  In addition, there are undoubtedly other boards and chipsets not represented at the conference and hence do not appear in the following charts.  When drawing any comparisons, a minor warning --the information (specs, performance, features) in the charts is directly from the vendor brochures or web-sites and obviously contain performance test specs and feature sets that mean different things to different vendors.  Finally, the information is no particular order.
 
 

3D Graphic Chipsets
 
Vendor Product Performance API Support Features
3Dfx Interactive, Inc.  Voodoo2 3M tri/sec, 90M pixel/sec, Connect 2 Voodoo cards for double the fill rate and speed  3Dfx Glide, OpenGL, Direct3D  Perspective correct texture mapping 

Bi and tri-linear filtering 

Z-buffer 

LOD per-pixel MIP-mapping 

Sub-pixel and sub-texel correction 

Gouraud shading and texture modulation 

Full 24-bit rendering 

14 texture formats, 8-bit compressed and 8-bit palletized formats 

2 to 4 MB EDO DRAM frame buffers 

2 to 4 MB EDO DRAM texture memory 

Anti-aliasing 

Depth buffering 

Alpha Blending 

Per-pixel special effects: fog, transparency, translucency 

Texture animation, morphing, compositing 

Full speed environment mapping 

Bump mapping 

Detail texturing 

3Dlabs  Permedia 2  1M polys/sec, 42M pixel/sec  OpenGL, Direct3D  Perspective correct texture mapping 

Bi-linear filtering 

16 bit Z-buffer 

Sub-pixel correction 

Gouraud shading 

Full-scene anti-aliasing 

Alpha Blending 

Stencil buffer 

Per-pixel special effects: fog 

3Dlabs  Permedia 3  8M poly/sec  Direct3D, OpenGL ICD  32-bit color 

32, 16-bit Z-buffer 

Per pixel tri-linear mip-mapping 

Full blend modes and alpha tests 

Anti-aliasing 

Bump mapping 

Virtual textures 

Voxel rendering 

Advanced filtering 

3Dlabs  Glint GMX  2.6M visible, lit meshed tri/sec, 66M pixel/sec 
GMX 1000: 1 Glint Gamma geometry processor + 1 MX rasterizer engine 
GMX 2000: 1 Glint Gamma geometry processor + 2 MX rasterizer engines 
OpenGL, Direct3D (DirectX geometry ready)  Gamma processor 
100% OpenGL geometry pipeline in silicon 

Full geometry transform processing 

Full lighting calculations for 16 lights 

Texture coordinate and fog calculations 

Hardware clipping and culling 

Raster engine 
32-bit RGBA double-buffering 

24 or 32-bit Z buffer 

Multi-plane overlays, stencils 
and alpha 

VRAM framebuffer 
EDO DRAM localbuffer 

Screen resolutions up to 2048x2048 including HDTV resolution 

100% hardware texture mapping (per-pixel mip-mapping, tri-linear filtering, on-chip texture cache, 8-bit palletized) 

3Dlabs  Oxygen RPM (previously of Dynamic Pictures)  4M shaded tri/sec, 120M texture-mapped, mip-mapped pixels/sec 
Power-threads for multi-threaded OpenGL 
OpenGL  Resolutions up to 1920x1200 

24 bit true color and 24 bit Z-buffer 

Accelerated shading, lighting, texture-mapping 

Bi, tri-linear texture filtering 

Alpha blending with destination alpha support 

Multi-plane stenciling and overlay planes 

Anti-aliasing through multi-sampling 

Transparency, dithering, atmospheric effects 

Intergraph Intergraph Intense 3D Wildcat  6M shaded, lit, z-buffered, 25 pixel tri/sec, 90M pixel/sec 
Provides hardware acceleration of all graphics functions via 3 custom ASIC devices (bus interface, geometry acceleration, rasterization). 
OpenGL, RenderGL, Direct3D, DirectDraw, 2D GDI  Texture acceleration (point sampled, bi, tri-linear mip-mapping, 32-bit textures, 3D volumetric textures) 

32-bit Z-buffer 

Per-pixel effects: complex fog, atmospheric effects 

Linear, exponential, user-defined fog models 

8 stencil planes 

8 overlay planes 

Evans & Sutherland REALimage 2000  Evans & Sutherland REALimage 2000  4M primitives/sec, 90M pixel/sec  OpenGL, Direct3D  Full OpenGL feature set 

Phong and Gouraud shading 

Alpha blending 

Anti-aliased lines and sorted polygons 

Atmospheric effects 

Depth cueing 

Bi, tri-linear mip-mapping 

Scissoring 

Subpixel processing 

Overlay and stencil planes 

Accumulation buffer 

Alpha-blended effects: fog 
Dedicated texture memory (2 level caching, 32 MB) 

32-bit RGBA, double-buffer 

24-bit Z-buffer 

nVidia RIVA TNT nVidia RIVA TNT 128-bit wide graphics engine and frame buffer 
8M million triangles/sec peak, 250Mpixel/sec fill rate 
OpenGL, Direct3D  Optimized Direct3D acceleration 

Complete DX5 and DX6 support 

Twin texel (TNT) 32-bit graphics pipeline 

Per pixel perspective correct texture mapping 

24-bit or 16-bit HW Z buffer (floating point or integer) 

8-bit stencil buffer 

Anti-aliasing: full scene, order independent 

High performance 128-bit 2D Acceleration 

Fast 32-bit VGA/SVGA support 

16MB, 8MB and 4MB frame buffer configurations 

Intel740  Intel740  1.1M tri/sec 
45-55M pixels/sec 
OpenGL, DirectX  Flat and Gouraud shading 

Bilinear filtering mip-mapping 

Color alpha blending for transparency 

Real-time texture paging and video texturing 

Fog and atmospheric effects 

Specular lighting 

Edge anti-aliasing 

Stippling transparency 

Backface culling 

Z-buffer 

Texturing (per-pixel correct, various formats, integrated hardware palette) 

Matrox MGA-G200 Matrox MGA-G200 OpenGL, DirectX Alpha-blending 

Bi, tri-linear mip-mapping 

Fog 

Anti-aliasing 

Specular highlights

 
 

 

Graphic Accelerator Boards
 
Vendor  Product 3D Graphics Chipset Memory Price
Intergraph Intergraph 3D Wildcat 4100  Intense 3D Wildcat
Elsa  Gloria XXL 3Dlabs Glint Gamma geometry chip 16MB VRAM + 24/40MB DRAM  $2249
Gloria XL 3Dlabs Glint MX + geometry chip 16MB VRAM, 22MB DRAM $1699
Gloria L/MX 3Dlabs Glint MX + geometry chip 8MB VRAM, 16MB DRAM $1099
Gloria Synergy 3Dlabs Permedia2 8MB RAM $149
Erazor II  nVidia RIVA TNT 16/8MB RAM TBD
Erazor 128-bit engine 4/8MB $79
Real3D StarFighter  Real3D StarFighter  Intel740 chipset 4/8MB SGRAM $83 - $220
AccelGraphics  AccelSTAR II  3Dlabs Permedia2 8MB SGRAM ??
AccelPRO MX 3Dlabs Glint MX 8MB framebuffer, 16MB local, texture ??
AccelGMX 2000 3Dlabs Glint GMX 2000 16MB framebuffer, 80 MB local, texture ??
AccelECLIPSE II E&S REALimage 1000 16MB framebuffer, 4/16MB texture ??
AccelGALAXY E&S REALimage 2000 20MB framebuffer, 16/32 MB texture ??
Real3D Oxygen RPM  Real3D Oxygen RPM  Oxygen chipset 32, 64, 128MB ??
Quantum3D  Obsidian2 Consumer Voodoo2 chipset 16/24 MB Memory $320 - $700
Obsidian2 Professional Voodoo2 chipset ??
Diamond  Monster 3D II Voodoo2 chipset 8/12MB $230 - $280
Fire GL 1000 Pro 3Dlabs Permedia2 8MB SGRAM $150
Fire GL 3000 3Dlabs GLINT texture graphics+ GLINT geometry 8MB VRAM to 32MB EDO DRAM $800
Fire GL 4000 Mitsubishi + E&S Realimage 15MB 3DRam $2400
Fire GL 5000 E&S Realimage 2100 20MB 3DRam ??
Matrox  Millennimum G200 Matrox MGA G200 8/16MB $165
STB  Glyder GMX-1000  3Dlabs GLINT GMX1000 16MB VRAM, 40MB DRAM ??
Glyder GMX-2000 3Dlabs GLINT GMX2000 16MB VRAM, 80MB DRAM ??
Leadtek  WinFast 3D L2520 3Dlabs GLINT MX 24MB ??
WinFast 3D L2530 3Dlabs GMX1000 24MB ??
WinFast 3D L3100 3Dlabs GMX2000 96MB ??
MaxVision  Titan II 3Dlabs GMX2000 16MB VRAM + 80MB DRAM ??
 
 
 

Some workstation PC systems
For a flavor of high-end workstation PC's, below is a sample of a few configurations with graphic accelerators, memory, and pricing.  These were chosen at random and obviously represent a much greater audience of configurations and vendors.
 
Vendor Processor Graphic Accelerator Memory Price
Hewlett-Packard Kayak 400Mhz Pentium II, Dual-processor support Visualize fx4 (HP) $11,779 
NTSI  400Mhz Pentium II, Dual-processor support TitanII 128MB - 1GB $5000 - $10,000 
Tri-Star Computer  400Mhz Pentium II, Dual-processor support ELSA Gloria XXL 384MB $11,500 
400Mhz Pentium II AccelECLIPSE II 256MB $6000 
400Mhz Pentium II Oxygen 128MB $5000 
Core Microsystems  350Mhz Pentium II, Dual-processor support 3Dlabs GMX2000 128MB $6695 
Dell  "Siggraph show special"  400Mhz Pentium II Intergraph Intense 3410GT 128MB $9000
 
 
 

Other Products

Mitsubishi 3D-Ram
The new Mitsubishi 3D-RAM is an innovative frame buffer memory architecture optimized for high-performance 3D graphics that provides approximately 3 to 4 times increase in rendering performance.  Designed for high-performance workstation and personal computer applications, the 3D-RAM increases the data transfer rates by integrating key functions on-chip, including an arithmetic logic unit (ALU), to accelerate Z-buffer rendering and on-chip caches.
 

PixelFusion
In development of a series of processors using a termed they call FUZION.  FUZION combines massively parallel rendering and sub-pixel programmability in a new scalable architecture.  FUZION will be launched mid 1999 priced for high-end PC NT market.  They claim the following:

11M tri/sec - peak
1 M anti-aliased, true phong shaded, bump mapped, mip-mapped tri/sec - sustained
Anti-aliasing with sub-pixel Z-buffer
Programmable pixel shading delivering features such as true Phong shading and bump mapping in real time
Optional geometry
OpenGL and Direct3D compliant
Advanced rendering techniques can be programmed (i.e. volumetric)
 

Real3D PRO-1000
Image generators or graphics peripheral designed to be connected via an SCSI II interface and driven by a user-selectable host computer.  The unit was formed as a separate entity to leverage and commercialize real-time graphics technology developed by Lockheed-Martin for high-performance combat simulators.  Features, performance:

1M textured, shaded, translucent, anti-aliased, fogged poly/sec
built-in processing of fog and shading
illumination lobes
database culling
32MB texture memory