Académique Documents
Professionnel Documents
Culture Documents
[I]
---------------------------------------------------------------------------
REAL3D® R3D/PRO-1000
---------------------------------------------------------------------------
REAL3D Support Desk
Commercial Visuals Systems
Lockheed Martin Information Systems Co.
MP-838
12506 Lake Underhill Rd.
Orlando, FL 32825
SYSTEM OVERVIEW:
[I]
UPDATE RATE:
---------------------------------------------------------------------------
SYSTEM CAPACITY:
DISPLAY ISSUES:
PIXEL FORMATS:
The R3D/PRO-1000 does not require the display to extend the length
of a field, and can thus be used with commonly available inexpensive
display devices.
TEXTURE:
Texture maps are stored as sixteen bits per texel. The sixteen bits
can be assigned in any of the following ways:
���
���4 bit monochrome texturing
���8 bit monochrome texturing
���16 bit (4 ea. R, G, B color + 4 bit translucency)
���16 bit (5 ea. R, G, B color + 1 bit contour)
MAP SIZES:
Both color and monochrome texture maps are available. The full color
information is stored in the map, and users are not limited to merely
modulating between two discrete colors.
Maps can repeat within a polygon, or can "mirror" the map contents,
allowing users to save map space. Singular or repeating texture maps
can join at polygon boundaries with no detectable seam.
The R3D/PRO-1000 can update the contents of texture map memory based
on commands from the Host CPU at a non-real-time rate.
---------------------------------------------------------------------------
PRIORITY TECHNIQUE:
ANTI-ALIASING:
DATABASE MANAGEMENT:
All database management must be performed by the Host CPU. The polygon
processor supports four levels of detail for database objects, and
128 feature types. This flexibility allows designers precise control
over database complexity, allowing them to fully minimize the risks
of real-time scene degradation.
---------------------------------------------------------------------------
OVERLOAD MANAGEMENT:
---------------------------------------------------------------------------
SYSTEM FEATURES:
The system can be directed to report the depth (Z) to any point as
defined by its pixel location. This feature can accurately detect
when a portion of a polygon has been declared translucent by virtue
of its texturing, and instead report the range to the closest opaque
polygon beyond. This method relies on locating the LOS within the
field of view of a display channel. Range is reported with 22-bit
floating point accuracy (six bits exponent, 16 bits mantissa).
---------------------------------------------------------------------------
SURFACE EFFECTS:
TRANSPARENCY:
Light and polygon intensities can be controlled via Host CPU manipulation
of the color tables.
COLORS AVAILABLE:
There are two color tables with 4096 entries each available on-line.
These color tables define the RGB components of each entry. The color
table addresses are defined in the polygon data in the database.
The color RGB definitions may be modified in real-time if required
by the simulation.
Shading does not impact the polygon processing capacity of the system.
SENSOR SIMULATION:
MODELING TOOLS:
OTHER COMMENTS:
[*][I]
---------------------------------------------------------------------------
To find out why real time graphics will never be the same again,
just call 1-800-393-7730 or send email to [*]real3d@mmc.com