dc.contributor.author | McCormack, Joel | en_US |
dc.contributor.author | McNamara, Robert | en_US |
dc.contributor.author | Gianos, Christopher | en_US |
dc.contributor.author | Seiler, Larry | en_US |
dc.contributor.author | Jouppi, Norman P. | en_US |
dc.contributor.author | Correll, Ken | en_US |
dc.contributor.editor | S. N. Spencer | en_US |
dc.date.accessioned | 2014-02-06T15:01:29Z | |
dc.date.available | 2014-02-06T15:01:29Z | |
dc.date.issued | 1998 | en_US |
dc.identifier.isbn | 0-89791-097-X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH98/123-132 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | 1.3.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Graphics processors | en_US |
dc.subject | 1.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Line and curve generation | en_US |
dc.subject | 1.3.7 [Computer Graphics] | en_US |
dc.subject | Three | en_US |
dc.subject | dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.subject | B.3.2 [Memory Structures] | en_US |
dc.subject | Design Style | en_US |
dc.subject | Cache memories | en_US |
dc.title | Neon: A Single-Chip 3D Workstation Graphics Accelerator | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |