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Finding Aid to the Historymakers ® Video Oral History with Marc Hannah
Finding Aid to The HistoryMakers ® Video Oral History with Marc Hannah Overview of the Collection Repository: The HistoryMakers®1900 S. Michigan Avenue Chicago, Illinois 60616 [email protected] www.thehistorymakers.com Creator: Hannah, Marc, 1956- Title: The HistoryMakers® Video Oral History Interview with Marc Hannah, Dates: March 10, 2011 Bulk Dates: 2011 Physical 6 uncompressed MOV digital video files (2:50:04). Description: Abstract: Electrical engineer and computer graphics designer Marc Hannah (1956 - ) co-founded and designed hardware for Silicon Graphics, Inc., a leading company in the graphics design industry during the 1990s. Hannah was interviewed by The HistoryMakers® on March 10, 2011, in Oakland, California. This collection is comprised of the original video footage of the interview. Identification: A2011_006 Language: The interview and records are in English. Biographical Note by The HistoryMakers® Electrical engineer and computer graphics designer Marc Regis Hannah was born on October 13, 1956, in Chicago, Illinois to Huber and Edith Hannah. He attended the Illinois Institute of Technology, with funding from a scholarship awarded by AT&T’s Bell Laboratories. Hannah received his B.S. degree in electrical engineering in 1977 before going on to Stanford University where he obtained his M.S. degree in 1978 and his Ph.D. degree in 1985. In 1982, Hannah co-founded Silicon Graphics, Inc. (SGI) with Jim Clark and five In 1982, Hannah co-founded Silicon Graphics, Inc. (SGI) with Jim Clark and five others, a company that went on to be well-known for its computer graphics technology. In 1986, he was named the company’s principal scientist for the creation of computer programs like Personal IRIS, Indigo, Indigo2, and Indy graphics that were used to create effects for movies like Jurassic Park, Aladdin, Beauty and the Beast, The Hunt for Red October, and Field of Dreams. -
Real-Time Graphics Architecture P
4/18/2007 Real-Time Graphics Architecture Lecture 4: Parallelism and Communication Kurt Akeley Pat Hanrahan http://graphics.stanford.edu/cs448-07-spring/ CS448 Lecture 4 Kurt Akeley, Pat Hanrahan, Spring 2007 Topics 1. Frame buffers 2. Types of parallelism 3. Communication patterns and requirements 4. Sorting classification for parallel rendering (with examples) CS448 Lecture 4 Kurt Akeley, Pat Hanrahan, Spring 2007 1 4/18/2007 Frame Buffers Raster vs. calligraphic Raster (image order) dominant choice Calligraphic (object order) Earliest choice (Sketchpad) E&S terminals in the 70s and 80s Works with light pens Scene complexity affects frame rate Monitors are expensive Still required for FAA simulation Increases absolute brightness of light points CS448 Lecture 4 Kurt Akeley, Pat Hanrahan, Spring 2007 2 4/18/2007 Frame buffer definitions What is a frame buffer? What can we learn by considering different definitions? CS448 Lecture 4 Kurt Akeley, Pat Hanrahan, Spring 2007 Frame buffer definition #1 Storage for commands that are executed to refresh the display Allows for raster or calligraphiccalligraphic display (e. g. Megatech) “Frame buffer” for calligraphic display is a “display list” OpenGL “render list”? Key point: frame buffer contents are interpreted Color mapping Image scaling, warping Window system (overlay, separate windows, …) Address Recalculation Pipeline CS448 Lecture 4 Kurt Akeley, Pat Hanrahan, Spring 2007 3 4/18/2007 Frame buffer definition #2 Image memory used to decouple the render frame rate from the display -
Ebook - Informations About Operating Systems Version: August 15, 2006 | Download
eBook - Informations about Operating Systems Version: August 15, 2006 | Download: www.operating-system.org AIX Internet: AIX AmigaOS Internet: AmigaOS AtheOS Internet: AtheOS BeIA Internet: BeIA BeOS Internet: BeOS BSDi Internet: BSDi CP/M Internet: CP/M Darwin Internet: Darwin EPOC Internet: EPOC FreeBSD Internet: FreeBSD HP-UX Internet: HP-UX Hurd Internet: Hurd Inferno Internet: Inferno IRIX Internet: IRIX JavaOS Internet: JavaOS LFS Internet: LFS Linspire Internet: Linspire Linux Internet: Linux MacOS Internet: MacOS Minix Internet: Minix MorphOS Internet: MorphOS MS-DOS Internet: MS-DOS MVS Internet: MVS NetBSD Internet: NetBSD NetWare Internet: NetWare Newdeal Internet: Newdeal NEXTSTEP Internet: NEXTSTEP OpenBSD Internet: OpenBSD OS/2 Internet: OS/2 Further operating systems Internet: Further operating systems PalmOS Internet: PalmOS Plan9 Internet: Plan9 QNX Internet: QNX RiscOS Internet: RiscOS Solaris Internet: Solaris SuSE Linux Internet: SuSE Linux Unicos Internet: Unicos Unix Internet: Unix Unixware Internet: Unixware Windows 2000 Internet: Windows 2000 Windows 3.11 Internet: Windows 3.11 Windows 95 Internet: Windows 95 Windows 98 Internet: Windows 98 Windows CE Internet: Windows CE Windows Family Internet: Windows Family Windows ME Internet: Windows ME Seite 1 von 138 eBook - Informations about Operating Systems Version: August 15, 2006 | Download: www.operating-system.org Windows NT 3.1 Internet: Windows NT 3.1 Windows NT 4.0 Internet: Windows NT 4.0 Windows Server 2003 Internet: Windows Server 2003 Windows Vista Internet: Windows Vista Windows XP Internet: Windows XP Apple - Company Internet: Apple - Company AT&T - Company Internet: AT&T - Company Be Inc. - Company Internet: Be Inc. - Company BSD Family Internet: BSD Family Cray Inc. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
SGI Altix Applications Development and Optimization
SGI Altix Applications Development and Optimization Part No.: AAPPL-0.9-L2.4-S-SD-W-DRAFT Release Date: May 15, 2003 2 RESTRICTION ON USE This document is protected by copyright and contains information proprietary to Silicon Graphics, Inc. Any copying, adaptation, distribution, public performance, or public display of this document without the express written consent of Silicon Graphics, Inc., is strictly prohibited. The receipt or possession of this document does not convey the rights to reproduce or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part, without the specific written consent of Silicon Graphics, Inc. Copyright 1997-2000 Silicon Graphics, Inc. All rights reserved. U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND Use, duplication, or disclosure of the data and information contained in this document by the Government is subject to restrictions as set forth in FAR 52.227-19(c)(2) or subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or in similar or successor clauses in the FAR, or the DOD or NASA FAR Supplement. Unpublished rights reserved under the Copyright Laws of the United States. Contrac- tor/manufacturer is Silicon Graphics, Inc., 1600 Amphitheatre Pkwy., Mountain View, CA 94039-1351. The contents of this publication are subject to change without notice. PART NUMBER AAPPL-0.9-L2.4-S-SD-W-DRAFT, May 2003 RECORD OF REVISION Revision 0.9, Version 2.4, April 2003. SGI TRADEMARKS InfiniteReality, IRIX, Silicon Graphics, and the Silicon Graphics logo are registered trademarks, and Altix, Altix 3000, Origin, Origin 2000, Origin 300, Origin 3000, Power Challenge, Power ChallengeArray, NUMAflex and ProDev are trademarks of Silicon Graphics, Inc. -
SGI® L1 and L2 Controller Software User's Guide
SGI® L1 and L2 Controller Software User’s Guide 007-3938-004 CONTRIBUTORS Written by Linda Rae Sande Revised by Francisco Razo and Terry Schultz Illustrated by Dan Young Production by Terry Schultz Engineering contributions by Don Adams, Michael T. Brown, Dick Brownell, Jason Chang, Steve Hein, Jill Heitpas, Nancy Heller, Matt Hoy, Hao Pham, Craig Schultz, and Lisa Steinmetz. COPYRIGHT © 2002, 2003, 2004, 2005, Silicon Graphics, Inc. All rights reserved; provided portions may be copyright in third parties, as indicated elsewhere herein. No permission is granted to copy, distribute, or create derivative works from the contents of this electronic documentation in any manner, in whole or in part, without the prior written permission of Silicon Graphics, Inc. LIMITED RIGHTS LEGEND The software described in this document is “commercial computer software” provided with restricted rights (except as to included open/free source) as specified in the FAR 52.227-19 and/or the DFAR 227.7202, or successive sections. Use beyond license provisions is a violation of worldwide intellectual property laws, treaties and conventions. This document is provided with limited rights as defined in 52.227-14. TRADEMARKS AND ATTRIBUTIONS Silicon Graphics, SGI, the SGI logo, Altix, Onyx, and Origin are registered trademarks and Fuei, NUMAflex, NUMAlink, Prism, and SGIconsole are trademarks of Silicon Graphics, Inc., in the U.S. and/or other countries worldwide. All other trademarks mentioned herein are the property of their respective owners. New Features in This Guide This manual has been updated with information to support the SGI Altix 3700 Bx2 system. Major Documentation Changes The following sections were revised for this release: • Added information about the Silicon Graphics Prism Visualization System in the Introduction, Chapter 1, and Chapter 2. -
20 Years of Opengl
20 Years of OpenGL Kurt Akeley © Copyright Khronos Group, 2010 - Page 1 So many deprecations! • Application-generated object names • Depth texture mode • Color index mode • Texture wrap mode • SL versions 1.10 and 1.20 • Texture borders • Begin / End primitive specification • Automatic mipmap generation • Edge flags • Fixed-function fragment processing • Client vertex arrays • Alpha test • Rectangles • Accumulation buffers • Current raster position • Pixel copying • Two-sided color selection • Auxiliary color buffers • Non-sprite points • Context framebuffer size queries • Wide lines and line stipple • Evaluators • Quad and polygon primitives • Selection and feedback modes • Separate polygon draw mode • Display lists • Polygon stipple • Hints • Pixel transfer modes and operation • Attribute stacks • Pixel drawing • Unified text string • Bitmaps • Token names and queries • Legacy pixel formats © Copyright Khronos Group, 2010 - Page 2 Technology and culture © Copyright Khronos Group, 2010 - Page 3 Technology © Copyright Khronos Group, 2010 - Page 4 OpenGL is an architecture Blaauw/Brooks OpenGL SGI Indy/Indigo/InfiniteReality Different IBM 360 30/40/50/65/75 NVIDIA GeForce, ATI implementations Amdahl Radeon, … Code runs equivalently on Top-level goal Compatibility all implementations Conformance tests, … It’s an architecture, whether Carefully planned, though Intentional design it was planned or not . mistakes were made Can vary amount of No feature subsetting Configuration resource (e.g., memory) Config attributes (e.g., FB) Not a formal -
PACKET 22 BOOKSTORE, TEXTBOOK CHAPTER Reading Graphics
A.11 GRAPHICS CARDS, Historical Perspective (edited by J Wunderlich PhD in 2020) Graphics Pipeline Evolution 3D graphics pipeline hardware evolved from the large expensive systems of the early 1980s to small workstations and then to PC accelerators in the 1990s, to $X,000 graphics cards of the 2020’s During this period, three major transitions occurred: 1. Performance-leading graphics subsystems PRICE changed from $50,000 in 1980’s down to $200 in 1990’s, then up to $X,0000 in 2020’s. 2. PERFORMANCE increased from 50 million PIXELS PER SECOND in 1980’s to 1 billion pixels per second in 1990’’s and from 100,000 VERTICES PER SECOND to 10 million vertices per second in the 1990’s. In the 2020’s performance is measured more in FRAMES PER SECOND (FPS) 3. Hardware RENDERING evolved from WIREFRAME to FILLED POLYGONS, to FULL- SCENE TEXTURE MAPPING Fixed-Function Graphics Pipelines Throughout the early evolution, graphics hardware was configurable, but not programmable by the application developer. With each generation, incremental improvements were offered. But developers were growing more sophisticated and asking for more new features than could be reasonably offered as built-in fixed functions. The NVIDIA GeForce 3, described by Lindholm, et al. [2001], took the first step toward true general shader programmability. It exposed to the application developer what had been the private internal instruction set of the floating-point vertex engine. This coincided with the release of Microsoft’s DirectX 8 and OpenGL’s vertex shader extensions. Later GPUs, at the time of DirectX 9, extended general programmability and floating point capability to the pixel fragment stage, and made texture available at the vertex stage. -
SGI® Opengl Multipipe™ User's Guide
SGI® OpenGL Multipipe™ User’s Guide Version 2.3 007-4318-012 CONTRIBUTORS Written by Ken Jones and Jenn Byrnes Illustrated by Chrystie Danzer Production by Karen Jacobson Engineering contributions by Craig Dunwoody, Bill Feth, Alpana Kaulgud, Claude Knaus, Ravid Na’ali, Jeffrey Ungar, Christophe Winkler, Guy Zadicario, and Hansong Zhang COPYRIGHT © 2000–2003 Silicon Graphics, Inc. All rights reserved; provided portions may be copyright in third parties, as indicated elsewhere herein. No permission is granted to copy, distribute, or create derivative works from the contents of this electronic documentation in any manner, in whole or in part, without the prior written permission of Silicon Graphics, Inc. LIMITED RIGHTS LEGEND The electronic (software) version of this document was developed at private expense; if acquired under an agreement with the USA government or any contractor thereto, it is acquired as "commercial computer software" subject to the provisions of its applicable license agreement, as specified in (a) 48 CFR 12.212 of the FAR; or, if acquired for Department of Defense units, (b) 48 CFR 227-7202 of the DoD FAR Supplement; or sections succeeding thereto. Contractor/manufacturer is Silicon Graphics, Inc., 1600 Amphitheatre Pkwy 2E, Mountain View, CA 94043-1351. TRADEMARKS AND ATTRIBUTIONS Silicon Graphics, SGI, the SGI logo, InfiniteReality, IRIS, IRIX, Onyx, Onyx2, OpenGL, and Reality Center are registered trademarks and GL, InfinitePerformance, InfiniteReality2, IRIS GL, Octane2, Onyx4, Open Inventor, the OpenGL logo, OpenGL Multipipe, OpenGL Performer, Power Onyx, Tezro, and UltimateVision are trademarks of Silicon Graphics, Inc., in the United States and/or other countries worldwide. MIPS and R10000 are registered trademarks of MIPS Technologies, Inc. -
Comparison of Platform Virtual Machines - Wikipedia
Comparison of platform virtual machines - Wikipedia... http://en.wikipedia.org/wiki/Comparison_of_platform... Comparison of platform virtual machines From Wikipedia, the free encyclopedia The table below compares basic information about platform virtual machine (VM) packages. Contents 1 General Information 2 More details 3 Features 4 Other emulators 5 See also 6 References 7 External links General Information Name Creator Host CPU Guest CPU Bochs Kevin Lawton any x86, AMD64 CHARON-AXP Stromasys x86 (64 bit) DEC Alphaserver CHARON-VAX Stromasys x86, IA-64 VAX x86, x86-64, SPARC (portable: Contai ners (al so 'Zones') Sun Microsystems (Same as host) not tied to hardware) Dan Aloni helped by other Cooperati ve Li nux x86[1] (Same as parent) developers (1) Denal i University of Washington x86 x86 Peter Veenstra and Sjoerd with DOSBox any x86 community help DOSEMU Community Project x86, AMD64 x86 1 of 15 10/26/2009 12:50 PM Comparison of platform virtual machines - Wikipedia... http://en.wikipedia.org/wiki/Comparison_of_platform... FreeVPS PSoft (http://www.FreeVPS.com) x86, AMD64 compatible ARM, MIPS, M88K GXemul Anders Gavare any PowerPC, SuperH Written by Roger Bowler, Hercul es currently maintained by Jay any z/Architecture Maynard x64 + hardware-assisted Hyper-V Microsoft virtualization (Intel VT or x64,x86 AMD-V) OR1K, MIPS32, ARC600/ARC700, A (can use all OVP OVP Imperas [1] [2] Imperas OVP Tool s x86 (http://www.imperas.com) (http://www.ovpworld compliant models, u can write own to pu OVP APIs) i Core Vi rtual Accounts iCore Software -
Computing @SERC Resources,Services and Policies
Computing @SERC Resources,Services and Policies R.Krishna Murthy SERC - An Introduction • A state-of-the-art Computing facility • Caters to the computing needs of education and research at the institute • Comprehensive range of systems to cater to a wide spectrum of computing requirements. • Excellent infrastructure supports uninterrupted computing - anywhere, all times. SERC - Facilities • Computing - – Powerful hardware with adequate resources – Excellent Systems and Application Software,tools and libraries • Printing, Plotting and Scanning services • Help-Desk - User Consultancy and Support • Library - Books, Manuals, Software, Distribution of Systems • SERC has 5 floors - Basement,Ground,First,Second and Third • Basement - Power and Airconditioning • Ground - Compute & File servers, Supercomputing Cluster • First floor - Common facilities for Course and Research - Windows,NT,Linux,Mac and other workstations Distribution of Systems - contd. • Second Floor – Access Stations for Research students • Third Floor – Access Stations for Course students • Both the floors have similar facilities Computing Systems Systems at SERC • ACCESS STATIONS *SUN ULTRA 20 Workstations – dual core Opteron 4GHz cpu, 1GB memory * IBM INTELLISTATION EPRO – Intel P4 2.4GHz cpu, 512 MB memory Both are Linux based systems OLDER Access stations * COMPAQ XP 10000 * SUN ULTRA 60 * HP C200 * SGI O2 * IBM POWER PC 43p Contd... FILE SERVERS 5TB SAN storage IBM RS/6000 43P 260 : 32 * 18GB Swappable SSA Disks. Contd.... • HIGH PERFORMANCE SERVERS * SHARED MEMORY MULTI PROCESSOR • IBM P-series 690 Regatta (32proc.,256 GB) • SGI ALTIX 3700 (32proc.,256GB) • SGI Altix 350 ( 16 proc.,16GB – 64GB) Contd... * IBM SP3. NH2 - 16 Processors WH2 - 4 Processors * Six COMPAQ ALPHA SERVER ES40 4 CPU’s per server with 667 MHz. -
Parallel Maximum-Likelihood Inversion for Estimating Wavenumber-Ordered Spectra in Emission Spectroscopy
Parallel Maximum-Likelihood Inversion for Estimating Wavenumber-Ordered Spectra in Emission Spectroscopy Hoda El-Sayed Marc Salit John Travis [email protected] [email protected] Judith Devaney William George [email protected] [email protected] National Institute of Standards and Technology Gaithersburg, Maryland USA Abstract distributes the signal-carried noise to the signal, preventing the masking of small spectral features by the signal-carried We introduce a parallelization of the maximum- noise from the large spectral features. The spectral esti- likelihood cosine transform. This transform consists of a mates obtained using maximum-likelihood inversion have computationally intensive iterative fitting process, but is another potentially useful property—a line-shape which is readily decomposed for parallel processing. The parallel burdened with a less distorting transform-function than the implementation is not only scalable, but has also brought sinc function of the Fourier transform. the execution time of this previously intractable problem to In this paper we present a parallel implementation of the feasible levels using contemporary and cost-efficient high- maximum-likelihood inversion method. It will be shown performance computers, including an SGI Origin 2000, an that the parallel implementation is not only scalable, but SGI Onyx, and a cluster of Intel-based PCs. has also brought the execution time of this problem to feasible levels using contemporary and cost-efficient high- Key words : parallel processing, emission spectroscopy, performance computers including Origin 2000, SGI Onyx, cosine transform, maximum-likelihood inversion, perfor- and PC clusters. By parallelizing this application, we were mance evaluation, DParLib, MPI. able to reduce the running time of the program to seconds rather than hours.