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- REAL-TIME IMAGE GENERATORS
-
-
- The Category REAL-TIME IMAGE GENERATORS includes special
- purpose computer graphics hardware that is designed to output
- visual images at a high rate of speed that is often referred to as
- "real-time". In the flight simulation industry, real-time means
- above the persistence of vision. This reality threshold has been
- placed at 12 to 15 images per second, however, demanding
- flight simulation people seem to agree that 30 images p/sec. or
- (Hz.) is the minimum acceptable update rate for a visual scene
- generator system. When generating stereo (binocular) imagery
- a 120 Hz. frame rate is considered to be the minimum
- acceptable requirement for scenes that move quickly.
-
- Virtual Reality, being a superset of flight simulation, also has
- very strict requirements that are imposed on scene generation
- engines. A full immersion (head-mounted-display or HMD) VR
- system that uses a head tracking, high resolution stereo display
- must be able to receive images at a rate of at least 60 Hz. to
- avoid any perceivable flicker.
-
- Motion stepping visual artifacts can also occur when moving
- rapidly. This is a serious requirement that few low-cost image
- generators (IGs) can provide. Many high-end IGs are extremely
- expensive, often costing a great deal more than $100,000 per
- visual channel and each eye usually requires a separate channel.
-
- Until the price-performance ratio of these special purpose
- systems improves, VR systems will be less than the fantastic
- imagination machines that we wish for them to be. Additionally,
- we calibrate our worlds by the level of realism that we can
- perceive. A high performance IG must be able to process world
- databases and maintain a reasonable display update rate.
-
- Features such as texture mapping, smooth shaded models,
- colored / positional light sources, transparent objects, fog, haze,
- points of light, lines and moving objects in a scene all contribute
- inevitably to IG system overloading (and slowdown). Special
- purpose hardware often contains features that allow a system
- developer to create 3D database models of varying complexity.
- As a viewer approaches a model a gradual blend-in of new,
- higher-complexity object models occurs in place of ones just
- seen. This is called level-of-detail blending (LOD) and dynamic
- scene management. These powerful and important features
- often place an artificial burden on the world builder as they must
- create and label multiple object models and carefully sew them
- into a virtual scenario. Many other machine-specific tasks must
- be performed to squeeze each ounce of performance from each
- different real-time image generation system.
-
- The more real the scene appears, the harder it is to keep it
- running in real-time. The systems listed in this category span a
- wide zone of performance and cost. We have attempted to
- include most of the mayor players in the IG market. Also, we
- have begun to list board-level products that we believe will soon
- play a role in creating low-cost VR system visuals. Initially these
- low-end, board level products will create wire-frame imagery in
- real-time and eventually will grow and upgrade to process color
- and shaded objects as well. Already, game companies are
- beginning to ally with simulator visual system manufacturers to
- migrate their sophisticated technology downward into lower-
- cost chip based platforms.
-
- If your organization has an exciting new architecture or product
- that you believe might meet the demanding needs of VR, write
- us so we can include you in our next revision.