ALEXANDRIA, VA (May 9, 1997)
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AccelGraphics,
Inc.
Creative Technology
Ltd.
Diamond Multimedia Systems,
Inc.
Intergraph Corporation
Number Nine Visual Technology
STB Systems, Inc.
|
Every week we will offer up a taste of what is available to Industry Snapshot
subscribers by providing a short summation of the industry and the companies
that appear in the most curent issue.
This Weeks Industry
Snapshot
The advent of the graphical user interface (GUI) as a standard element of
operating environments ushered in one the first great shifts in the computer
hardware industry. The typical PC of the late 1980s and early 1990s was
ill-equipped to handle the demands of an OS that ran in graphics mode 95%
of the time. The need for improved graphics performance on the PC set the
market for graphics chips, add-in boards and high-speed data buses on fire.
These developments gave rise to entirely new dialects of technical jargon,
that presently deserve some explanation.
A graphics subsystem consists primarily of an accelerator chip, memory chips,
a digital-to-analog converter (DAC) and software drivers and utilities. The
accelerator chip is the graphics engine that enhances speed, image clarity
and color by performing functions that would otherwise be executed by the
Central Processing Unit (CPU). Advanced graphics systems usually have this
powerful auxiliary microprocessor at their core, aiding the system processor
in making images run faster with richer features. Memory chips, which are
available in DRAM, SRAM and higher performance VRAM and WRAM configurations
are used in order to temporarily store graphics information for display.
The actual memory array in which color information is stored is known as
"frame buffer memory." The DAC converts data from the digital format, in
which it is typically stored in the graphics memory, to the analog format
required by the display monitor. Software drivers are used to "interface"
the accelerator chip with the CPU, as well as optimize the overall performance
of the subsystem. Software utilities, which serve to increase the number
and variety of display features, are added to subsystems in order to boost
functionality.
Most graphics subsystems in the "old days" used an 8-bit accelerator, had
only 256K of frame buffer memory and were limited to screen resolutions of
640x480 and 16 colors. In the interim, the pace of change in accelerators
has, well...accelerated, largely through increases in controller bit rates,
greater processor speeds, and wider bus interfaces (information must run
through a narrow pipe called the system PCI bus which connects the microprocessor
with the input/output peripherals). Today, standard accelerators have increased
from 8-bit to 64-bit architectures and the acceleration/memory interface
has gone from 8-bits to a hum drum 32 bits (some have 128 bit interfaces).
In addition, frame buffer size has improved up to 4MB, and the paltry 16
colors of yesteryear have increased to 16.8 million at standard resolutions
of 1024x768. What does all this mean? Sadly for readers who have endured
the last two paragraphs, nothing. All these advancements have taken place
within the flat arena of two dimensions. 3D technology is here, and its three
distinguishing stages, tessellation, geometry and rendering require up to
40 times more computing power than 2D graphics. In fact a "full-function"
rendering stage may require as many as 5 billion operations per second in
order to achieve realistic animation. This performance rate is roughly 20
times that of Intel's high-end microprocessor, the Pentium Pro. Clearly,
this is too much work for any desktop PC's central processor, the market
for graphics chips and add-in boards is about to be set ablaze...again.
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