RealityEngine is a 3D graphics hardware architecture and a family of graphics systems which was developed and manufactured by Silicon Graphics during the early to mid 1990s. RealityEngine was positioned as the company's high-end visualization hardware for its MIPS/IRIX platform. RealityEngine is designed for deployment exclusively within the company's Crimson and Onyx family of visualization systems, which are sometimes referred to as "graphics supercomputers" or "visualization supercomputers". The RealityEngine was marketed to large organizations, such as companies and universities that are involved in computer simulation, digital content creation, engineering and research.
It was succeeded by the InfiniteReality in early 1996, but coexisted with it for a time as an entry-level option for older systems.
The RealityEngine is a board set comprising a Geometry Engine board, up to four Raster Manager boards, and a DG2 Display Generator board. These boards plug into a midplane on the host system.
The Geometry Engine is based on the 50 MHz Intel i860XP.
The VTX is a cost-reduced RealityEngine and as a consequence, its features and performance are below that of the RealityEngine. It is not the VGX or VGXT board set. The name is said to stand for Venice To eXpensive, Venice being the internal name for RealityEngine.
The RealityEngine2, stylized as "RealityEngine2", is an upgraded RealityEngine with twelve instead of eight Geometry Engines. The Reality Station workstation is based on RealityEngine2. [1] In February 1995, SGI reduced the entry price of Reality Station to US$179,540(equivalent to about $344,800 in 2022). [2]
RealityEngine2 was succeeded by the InfiniteReality in early 1996. It uses the GE10 Geometry Engine board, RM4 Raster Manager board and DG2 Display Generator board.
Silicon Graphics, Inc. was an American high-performance computing manufacturer, producing computer hardware and software. Founded in Mountain View, California in November 1981 by Jim Clark, its initial market was 3D graphics computer workstations, but its products, strategies and market positions developed significantly over time.
Vector graphics is a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display and printing hardware, vector data models and file formats, as well as the software based on these data models. Vector graphics is an alternative to raster or bitmap graphics, with each having advantages and disadvantages in specific situations.
Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture.
In computer graphics, rasterisation or rasterization is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image. The rasterized image may then be displayed on a computer display, video display or printer, or stored in a bitmap file format. Rasterization may refer to the technique of drawing 3D models, or the conversion of 2D rendering primitives such as polygons, line segments into a rasterized format.
A workstation is a special computer designed for technical or scientific applications. Intended primarily to be used by a single user, they are commonly connected to a local area network and run multi-user operating systems. The term workstation has been used loosely to refer to everything from a mainframe computer terminal to a PC connected to a network, but the most common form refers to the class of hardware offered by several current and defunct companies such as Sun Microsystems, Silicon Graphics, Apollo Computer, DEC, HP, NeXT, and IBM which powered the 3D computer graphics revolution of the late 1990s.
A graphics processing unit (GPU) is a specialized electronic circuit initially designed to accelerate computer graphics and image processing. After their initial design, GPUs were found to be useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. Other non-graphical uses include the training of neural networks and cryptocurrency mining.
Evans & Sutherland is an American computer graphics firm founded in 1968 by David Evans and Ivan Sutherland. Its current products are used in digital projection environments like planetariums. Its simulation business, which it sold to Rockwell Collins, sold products that were used primarily by the military and large industrial firms for training and simulation.
The Visualize EG is a Hewlett-Packard 2D graphics card used in their Series 700 UNIX workstations.
The PERQ, also referred to as the Three Rivers PERQ or ICL PERQ, was a pioneering workstation computer produced in the late 1970s through the early 1980s. In June 1979, the company took its very first order from the UK's Rutherford Appleton Laboratory and the computer was officially launched in August 1979 at SIGGRAPH in Chicago. It was the first commercially produced personal workstation with a Graphical User Interface. The design was heavily influenced by the original workstation computer, the Xerox Alto, which was never commercially produced. The origin of the name "PERQ" was chosen both as an acronym of "Pascal Engine that Runs Quicker," and to evoke the word perquisite commonly called perks, that is employee additional benefits.
Geometric manipulation of modelling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems.
The Indigo, introduced as the IRIS Indigo, is a line of workstation computers developed and manufactured by Silicon Graphics, Inc. (SGI). SGI first announced the system in July 1991.
Elan Graphics is a computer graphics architecture for Silicon Graphics computer workstations. Elan Graphics was developed in 1991 and was available as a high-end graphics option on workstations released during the mid-1990s as part of the Express Graphics architectures family. Elan Graphics gives the workstation real-time 2D and 3D graphics rendering capability similar to that of even high-end PCs made over ten years after Elan's introduction, with the exception of texture mapping, which had to be performed in software.
The Chyron Corporation, formerly ChyronHego Corporation, headquartered in Melville, New York, is a company that specializes in broadcast graphics creation, playout, and real-time data visualization for live television, news, weather, and sports production. Chyron's graphics offerings include hosted services for graphics creation and order management, on-air graphics systems, channel branding, weather graphics, graphics asset management, clip servers, social media and second screen applications, touchscreen graphics, telestration, virtual graphics, and player tracking.
SGI Onyx is a series of visualization systems designed and manufactured by SGI, introduced in 1993 and offered in two models, deskside and rackmount, codenamed Eveready and Terminator respectively. The Onyx's basic system architecture is based on the SGI Challenge servers, but with graphics hardware.
The Challenge, code-named Eveready and Terminator, is a family of server computers and supercomputers developed and manufactured by Silicon Graphics in the early to mid-1990s that succeeded the earlier Power Series systems. The Challenge was later succeeded by the NUMAlink-based Origin 200 and Origin 2000 in 1996.
The Origin 3000 and the Onyx 3000 is a family of mid-range and high-end computers developed and manufactured by SGI. The Origin 3000 is a server, and the Onyx 3000 is a visualization system. Both systems were introduced in July 2000 to succeed the Origin 2000 and the Onyx2 respectively. These systems ran the IRIX 6.5 Advanced Server Environment operating system. Entry-level variants of these systems based on the same architecture but with a different hardware implementation are known as the Origin 300 and Onyx 300. The Origin 3000 was succeeded by the Altix 3000 in 2004 and the last model was discontinued on 29 December 2006, while the Onyx 3000 was succeeded by the Onyx4 and the Itanium-based Prism in 2004 and the last model was discontinued on 25 March 2005.
Computer graphics deals with generating images and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
Atari System refers to two arcade system boards introduced in 1984 for use in various arcade games from Atari Games. Two versions of the board were released, Atari System 1 and Atari System 2.
InfiniteReality refers to a 3D graphics hardware architecture and a family of graphics systems that implemented the aforementioned hardware architecture that was developed and manufactured by Silicon Graphics from 1996 to 2005. The InfiniteReality was positioned as Silicon Graphics' high-end visualization hardware for their MIPS/IRIX platform and was used exclusively in their Onyx family of visualization systems, which are sometimes referred to as "graphics supercomputers" or "visualization supercomputers". The InfiniteReality was marketed to and used by large organizations such as companies and universities that are involved in computer simulation, digital content creation, engineering and research.