• Login
    View Item 
    •   Eurographics DL Home
    • Eurographics Workshops and Symposia
    • EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware
    • EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998
    • View Item
    •   Eurographics DL Home
    • Eurographics Workshops and Symposia
    • EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware
    • EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Neon: A Single-Chip 3D Workstation Graphics Accelerator

    Thumbnail
    View/Open
    123-132.pdf (1.508Mb)
    Date
    1998
    Author
    McCormack, Joel
    McNamara, Robert
    Gianos, Christopher
    Seiler, Larry
    Jouppi, Norman P.
    Correll, Ken
    Pay-Per-View via TIB Hannover:

    Try if this item/paper is available.

    Metadata
    Show full item record
    Abstract
    High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can increase performance by using more chips. Scalability has obvious costs: a minimal configuration needs several chips, and some configurations must replicate texture maps. A less obvious cost is the almost irresistible temptation to replicate chips to increase performance, rather than to design individual chips for higher performance in the first place. In contrast, Neon is a single chip that performs like a multichip design. Neon accelerates OpenGL [19] 3D rendering, as well as X11 [20] and Windows/NT 2D rendering. Since our pin budget limited peak memory bandwidth, we designed Neon from the memory system upward in order to reduce bandwidth requirements. Neon has no special-purpose memories; its eight independent 32-bit memory controllers can access color buffers, 1. depth buffers, stencil buffers, and texture data. To fit our gate budget, we shared logic among different operations with similar implementation requirements, and left floating point calculations to Digital s Alpha CPUs. Neon s performance is between HP s Visualize fx<sup>4</sup> and fx<sup>6</sup>, and is well above SGI s MXE for most operations. Neon-based boards cost much less than these competitors, due to a small part count and use of commodity SDRAMs.
    BibTeX
    @inproceedings {10.2312:EGGH:EGGH98:123-132,
    booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
    editor = {S. N. Spencer},
    title = {{Neon: A Single-Chip 3D Workstation Graphics Accelerator}},
    author = {McCormack, Joel and McNamara, Robert and Gianos, Christopher and Seiler, Larry and Jouppi, Norman P. and Correll, Ken},
    year = {1998},
    publisher = {The Eurographics Association},
    ISSN = {1727-3471},
    ISBN = {0-89791-097-X},
    DOI = {10.2312/EGGH/EGGH98/123-132}
    }
    URI
    http://dx.doi.org/10.2312/EGGH/EGGH98/123-132
    Collections
    • EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998

    Related items

    Showing items related by title, author, creator and subject.

    • Time-constrained Animation Rendering on Desktop Grids 

      Aggarwal, Vibhor; Debattista, Kurt; Bashford-Rogers, Thomas; Chalmers, Alan (The Eurographics Association, 2012)
      The computationally intensive nature of high-fidelity rendering has led to a dependence on parallel infrastructures for generating animations. However, such an infrastructure is expensive thereby restricting easy access ...
    • Texturing and Hypertexturing of Volumetric Objects 

      Miller, Chris M.; Jones, Mark W. (The Eurographics Association, 2005)
      Texture mapping is an extremely powerful and flexible tool for adding complex surface detail to an object. This paper introduces a method of surface texturing and hypertexturing complex volumetric objects in real-time. We ...
    • Ray Tracing Dynamic Scenes with Shadows on the GPU 

      Guntury, Sashidhar; Narayanan, P. J. (The Eurographics Association, 2010)
      We present fast ray tracing of dynamic scenes in this paper with primary and shadow rays. We present a GPUfriendly strategy to bring coherency to shadow rays, based on previous work on grids as acceleration structures. We ...

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    Statistics

    View Usage Statistics

    BibTeX | TOC

    Create BibTeX Create Table of Contents

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA