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Seminarvortrag

Seminarvortrag. Grafikkarten der 6. Generation Vortragender: Martin Ley Betreuer: Prof. Dr. Norbert Link. Übersicht. Historie Marktanalyse GeForce4 NV25 Vertex Shader Lightspeed Memory Architecture II Engine. Historie. 1982 - Monochrom 1983 - Color Graphics Adapter (CGA)

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Seminarvortrag

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  1. Seminarvortrag Grafikkarten der 6. Generation Vortragender: Martin Ley Betreuer: Prof. Dr. Norbert Link

  2. Übersicht • Historie • Marktanalyse • GeForce4 NV25 • Vertex Shader • Lightspeed Memory Architecture II Engine

  3. Historie • 1982 - Monochrom • 1983 - Color Graphics Adapter (CGA) • 1985 - Enhanced Graphics Adapter (EGA) • 1988 - Video Graphics Array (VGA) • 1989 - Super Video Graphics Array (S-VGA) • 1991 - Extended Video Graphics Array (X-VGA)

  4. Meilensteine • 1982 - erstmals Grafik auf dem PC • 1989 - erster VESA-Standard • 1995 - nVidia stellt den ersten 3D-Beschleuniger (NV1) vor • 1999 - Transform & Lighting • 2000 - Hardware Anti-Aliasing • 2001 - Vertex- und Pixel-Shader

  5. Übersicht • Historie • Marktanalyse • GeForce4 NV25 • Vertex Shader • Lightspeed Memory Architecture II Engine

  6. Marktanalyse

  7. Benchmark GeForce4 (NV25) und Radeon (R200)

  8. Übersicht • Historie • Marktanalyse • GeForce4 NV25 • Vertex Shader • Lightspeed Memory Architecture II Engine

  9. GeForce4 NV25 • 63 Millionen Transistoren • 128 MB Frame Buffer • 650 Mhz DDR Memory • 300 Mhz Core Clock • 0,15-Mikrometer-Fertigungstechnik • 128 Bit Speicherinterface • 10,4 GB Speicherbandbreite

  10. Feature Overview • Nfinite FX II Engine • Accuview • NView Display Technology • Lightspeed Memory Architecture II Engine • DirectX und S3TC Texture Compression • High-Performance 2D Rendering Engine

  11. Feature Overview • Betriebsysteme • Alle Windows Versionen • Linux • Mac OS • API-Support: • DirectX 8.1 • OpenGL 1.3

  12. Übersicht • Historie • Marktanalyse • GeForce4 NV25 • Vertex Shader • Lightspeed Memory Architecture II Engine

  13. Vertex Shader • Weiterentwicklung der T&L Einheit • dient zur Manipulation der Vertex Daten • frei in Assembler programmierbar • Dual Vertex Shaders

  14. Vertex Shader

  15. Vertex Shader

  16. Übersicht • Historie • Marktanalyse • GeForce4 NV25 • Vertex Shader • Lightspeed Memory Architecture II Engine

  17. Lightspeed Memory Architecture II • Crossbar Memory Controller : • 4 unabhängige 64 Bit-Controller • Optimierung der Speicherabtastung

  18. Lightspeed Memory Architecture II • Quad Cache: • Vertex Cache • Primitive Cache • Texture Cache • Pixel Cache • Z-Occlusion Culling

  19. ?

  20. NView 2-Monitorbetrieb durch 2 getrennte RAMDACs (350 Mhz)

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