Real Time Graphics Paul Shrubsole The following Web Pages describe the research that that I am currently undertaking at Real Time Computer Graphics The demands for better visual realism on real time graphics applications has accelerated rapidly since the advent of virtual reality systems. In order to meet such demands, some current commercial systems use multiple processor architectures that process primitives at a very high rate. Such systems however, tend to lack longevity since the developers have either taken a "hard wired" approach, or have optimised the system to meet the specific needs of customer requirements. It seems relevant therefore, to consider a parallel graphics system that can adapt to the ever increasing demands on realism and still achieve acceptable frame rates. The focus of the work is therefore based on dealing with realistic images in real time in both a flexible and scaleable way. Flexibility : The needs of a real time graphics system will vary for each particular application as will the algorithms that drive it. Therefore, in order to deal with the issues of realism in real time, new methods of anti-aliasing and texture mapping have been developed and implemented in a way that they are also algorithmically neutral to modifications in the system. Scalability : Scene complexity, texture mapping etc. can place a burden on the existing system. A multiprocessor system should facilitate expansion for a larger number of processors. | |
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